@@Pashigagiga In classical rhetoric and logic, begging the question or assuming the conclusion is an informal fallacy that occurs when an argument's premises assume the truth of the conclusion. A question-begging inference is valid, in the sense that the conclusion is as true as the premise, but it is not a valid argument. Wikipedia
@@Pashigagiga PES, planet tech, atmospheric flight, and 100+ players per server aren't serious results? What other MMO has all of those features right now?
this is what we really need/want to see internal demos of what the devs are working on. It helps give the backers a sense of progression and its just cool to see where things are and how the get to the end result. Excellent work space dad!! i mean Jared.
As an aspiring dev and cs student that graduates next year watching videos such as these are always a great treat. It shows me how the stuff im learning in class is applicable in the real world! Thanks for this!
@@-TheOracle- I'm only commenting to make it abundantly clear you seriously, desperately need to go lay in some grass. Mere touch is insufficient for your particular type of mental illness and personal tragedy, you must be immersed in the grass. While the sun is out. Get vitamin D. Seriously, go get vitamin D. -PSA
@@Ace-Brigade Ahaahahah, you've been around for a while, I am also a half glass type of guy, I've been around long enough to know! lol This was me from 2016 shocked and all eggs in one basket and me now in 2023, I am now sitting on my lawn chair chugging ranch dressing from the bottle and shoving hey sandwich in my mouth, not believing a word that CIG says until it's in my hands! lol
I'd like to see that, too. Too many people don't appreciate how much work is going into this thing. Game development is insanely hard, even when it's just a simple game. I'd love to see one particular part of it shown taking shape over time like that. It'd be fascinating to me.
@@TransamJc Aaaand "he" would be wrong to do so...since Drake is willing to have a tractor beam on the cutlass black. Even Drake can't be too cheap to spare one on an industrial craft. You can still have to get up to move salvaged components to the inside to fulfill this need to get up.
@@Turican76 You realise every new feature in every game, no matter how new or old, needs to be prototyped, right? Some of us find this stuff interesting.
Honestly, the conveyer system should extend all the way to the back door; and once a full 'rack' of boxes is on one side, the conveyer system should shove that entire 'rack' to the cargo pads on the other side of the ship. When the final 'rack' is filled in, you get notified that your cargo and 'rack' is full, and if you want to do some old fashioned 'fenagling' of the cargo your own way, you can. As a solo-ship, you shouldn't have to be getting out of your seat to shuffle a cargo box; the ship should have been designed with full automation so you, as the pilot/operator, can manage what your primary job is; flying/salvaging, not playing 'box mover'. Even the Reclaimer should have a rework, so that instead of having people running around the scrap area, one or two primary operators should be on the railing system above using remote turret controls over-looking the entire cargo/salvage bay, to move the containers via tractor beam arrays. I get why they set it up the way it is; but it's entirely unwieldly, especially when the ships need to start moving and your cargo crate movers are getting knocked down/falling over in the process of manually moving crates around by hand.
@@ShevaiAsan ohh, it is not build that way? So my experience in the PU was just a fluke? Because it worked just like that. I got the red obstruction warning, but then it emptied anyway, and when I looked it had pushed the obstructing box onto the grid. But I certainly agree, it does need a box mover, though there is barely room under the ceiling.
This was great! I really appreciate hearing that although PES comes with benefits, it also has its downsides. I want to hear more about the negatives along with the positives rather than only the improvements this tech comes with, as it gives a much better understanding on the difficulties of this game's development. Would love to see more of this over sneak peaks or discussions about new ships.
Sorry I'm late on this, but wanted to reply. Everything has its downsides, but in a case like this, sounds like the issue is unexpected and might be either a bug with the PES or an error of implementation. It could be that the PES runs the same logic to create each and every one of the entities it tries to create, even if they share most of all characteristics. It could be improved with some optimization work in the PES, or circumvented by creating a single entity, duplicating it and then modifying all those similar entities.
Best video in a long time guys, keep it going. It really means alot to me to actually see the early stage prototyping. It helps us understand that you guys are actually making progress on things🎉❤
Gotta love the acknowledgement of how tedious Vulture box shuffling is. Now to resolve the issue... It's cool to see the Reclaimer claw doing something, even if it's just a conceptualization. It does look like there are a lot of details to be worked out though. I kind of thought the "breaking" of a ship was going to be much more compartmentalized rather than the whole thing at once like mining. Like we'd just snap off a wing or a chunk of the hull. I know that it's still in progress, but I think it would be much more fulfilling and noteworthy to take pieces out of a ship rather than make the ship into pieces. That may not be technically feasible though I guess.
thanks for this. it's easy as a backer to think nothing is happening when a gameplay loop is not yet complete (ahem, transport of NPCs. Waiting for my E1 to show up...), but I'm glad you had this video since it helps us to see that it is not always a linear progression from 'we're going to do this!' to 'we can do this now!' Thanks again!
I appreciate how big of a swing this kind of early prototype showcase is, and I for one think it's a fantastic idea. Brand new tech is a big reason I follow the project, and I love being able to see this sort of thing at its inception. Big props to Jared for, as always, presenting us something novel
Maybe a way to both keep it realistic and add extra gameplay would be to require you to go inside the ship and activate teh self destruct. I dont see the vulture tearing up a ship like the 890 jump in any less than 20 minutes of constant ''salvage beam''-ing. No way i need half an hour of shooting with my gladius but a vulture can tear it up in a minute. So maybe some gadgets, like adhesive charges you have to stick to the ships hull todetach parts, that maybe could borrow animations and UI from those mining gadgets that alter rocks for mining. That way you get a bit more of EVA into salvage and keep the feeling of big ships being very tough consistent without forcing vulture players to be there salvaging for hours.
All of that will be resolved with Cutting Tier 2; hopefully they have some extra tools available alongside Cutting Tier 2 to facilitate the gameplay you mentioned.
"The behind the scenes of what my mother calls, that video game hes making, when shes explaining it to her friends" Game Dev memes one oh freaking one. Because thats basically us explaining that to our non-gamer family members. And as someone who is working on his own RPG. These ISC videos are like class lessons to me! Thank you CIG!
So about the reclaimer claw. Dont use it like a fork, use it as an anchor. You simply use it to attach yourself safely to the other ship, then you use lasers and tractorbeams to cut and eat chunks one at a time.
SO i just want to say this is the content that I want to see. I want trust from CIG to their players to trust them with the knowledge of what theyre working on. I appreciate your damned if you do versus damned if you do. But communicating this to us means we see improvement and progress and I am happy to keep backing. I know its prototype but it tells me its ahead. Keep this up
Any chance we’ll get to see an ISC for ship-based Refining this quarter? That has started development too according to the Progress Tracker & monthly reports and to fully complete that whole larger industrial loop (Mining/Salvage -> Refining -> Selling/Crafting/Refueling) would be such a huge milestone for the EU PU Team.
Break into big pieces first. Then break big pieces into medium or small pieces. After that then the Vulture can munch. For the Reclaimer: The claw should really just hold the ship/big piece steady for it to be broken/cut up. If large or medium pieces are rotating they are dangerous to munch. The tractor beams can steady small pieces (mabe the medium too). Large pieces should require using the Claw to hold it after getting close to the rotational velocity.
I like videos like this. I think alot of people are confused about what star citizen is actually trying to do and videos like this put some of the troubles the game has into the proper context. Also for the vulture, a huge quality of life change would be to allow the conveyor belt to hold more than one box. Even just allowing two before you have to get out of the chair to go move it would help, but I'd really like to see it get three or four out.. if not in the vulture at least in the reclaimer where there is PLENTY of room down there to allow that sort of thing to happen. It would make using the reclaimer solo a much more enjoyable experience. (I know its meant to be crewed by several people but its the only profession where you're obligated to get up out of the chair very often, easing that back even just a little would make the whole process alot more enjoyable)
Same! Seeing a feature being tested in such an early stage of development, and hearing the discussion around what worked and what didn't and how it might be done differently to make it work better, is incredibly interesting to me. I can't imagine how complicated it must be to work on even something as small as this in a game as big as this.
I didn't realize how cool the Crusader logo was until this video, seeing it in the background on the shelf here. Obviously Crusaders had swords and I always knew that was supposed to be a sword hilt in the logo but seeing the hilt itself be a sharp representation of the Crusader Starliner into the shape of a sword hilt with the blade being the swooshing lines behind it just kinda put it in a whole new perspective for me
a feature i feel could be useful on the vulture is a remote controlled tractor beam that would be controlled from the pilot seat that could move the boxes in the back storage area, could use it similar to the remote turrets that are already in the game and just make the vulture more convenient to operate solo which i think is the designed purpose of it.
Great to see some early development of a new feature. Always awesome to see new things in the pipeline and then talked about by the devs in as far as what kinds of problems they're encountering and their thought processes on how they can tackle whatever's been revealed by the prototype. Very interesting. Excellent video, CIG. Keep 'em coming!
Maybe only a prototype, but it's at least some good evidence that progress *is* being made. Looks good so far, looking forward to optimization and seeing it in the PU!
I always thought the Vulture needed a remote tractor beam turret. The interface would be just like a regular remote turret and it could have a tractor beam (about the size of the large hand held one) connected to it. You could stick it above the doorway far enough out to pull off of the filler station, but on the side so it can pull weapons or cargo in through the path beside the cargo grid in case you need to move stuff around. If I had a Vulture doing a remote tractor beam turret inside the cargo bay would be the first thing I would customize it.
Just some thoughts: For the destruction of the big piesces i can imagine the „melting“ lines from mining. And after this finished the parts transforms into a „blob“ like mass which can then be collected. Just an idea, i don’t have much experience in coding, but maybe it would be less stressfull for the server to let the blob still a solid object without any fluid effects. Just a deformed glowing version of the munched piece. Something line that for the Vulture or maybe for the drones in the Reclaimer. The drone operators „melt“ the smaller pieces and the salvage lasers for example collect it. After that this salvage blob goes into the shredder/mixer which fills then some SCU container just like a ice cream machine. But what about the claw? I mean even a working claw would be a big opportunity for many funny gameplays. Just like the end-scene. Is there any opening/entry for Scrap into the shredder? I was in it a few days ago because i stood up from the table in the cafeteria, while the ship was moving. And i couldn’t figure out, where the bigger pieces should come from. As i said, just some thoughts…
Great episode! Prototyping is so important in large projects, otherwise you end up wasting huge amounts of time and effort across multiple departments just to find out something doesn't work. As a side note, with the potential need for multiple scraping heads, cutting heads and tractors for the salvage ships, I find myself thinking that an automated way to switch heads would be really helpful. Something similar to the rotary tool swapping systems used on CNC machines could be pretty cool, and reduce the number of control arms the ship would need to function. Also the ability to auto stack boxes for the vulture and produce 8 SCU boxes in the reclaimer would be much appreciated!
The Vulture doesn't need cutting heads, though, they're those grids on the long arms that cut the pieces down and tractor them inside. The only heads it has are the scraping heads on the front.
@@billywashere6965 You realise just how impractical it would be? Anything more than a few metres wide would have to be passed over. The limitations on the vulture are the size of the hold and the speed it can work, adding unnecessary restrictions as you suggest would make it pretty pointless.
The consideration of the scaling of the time it takes to break apart ships of different sizes is interesting, because I think it would be fine if it took minutes or longer for really big ships, as long as you do more than just play a mini-game or something like that while sitting in your cockpit. Maybe something similar to "Hardspace: Shipbreaker". I don't know how challenging it would be, or if it would even be possible to implement such a dynamic/free-form cutting system etc. in Star Citizen, but I think just something like breaking apart the ship piece by piece (one thruster, then the other, then pieces of the ship body etc.) while maneuvering around it yourself, would already make the process much more engaging. (Doing it piece by piece would probably also help with the delay/lag of spawning the debris for the entire ship at once.)
That was great! Hope we get more videos just like this one to show where certain features are. As investors in the product I think we'd all really like to see more of this! I had a thought as you were showing the Vulture trying to salvage the 890 Jump - maybe don't let Vultures salvage large ships at all, or at least not the big chunks of those large ships. If the only way to salvage a big ship was with a Reclaimer claw to break it apart, there'd be more reason to explore the MultiCrew gameplay of the Reclaimer, which is good for everyone. Honestly, salvage is already one of my favorite parts of the game and I can't wait to get munching in there. I do think the tractor beams are going to be necessary to clear the debris out of the way of all the hangars but even if the vultures have to get the small pieces between their forks and just fly from piece to piece it would add a fun new "cleanup the hangars" game loop.
it's been 7 years, same as Starfield. Rust took 8 RDR2 9 And Cyberpunk 10 It's also TWO games, so $250 million each, RDR2 spent $350 million on advertising alone. RDR2 and Cyberpunk also had ten times the staff, and legacy code in an established Studio The Last of Us *Part II* took 200 people to develop and cost Sony $360 million, and Horizon Forbidden West took five years and $500 million to produce, involving 300 people. Halo infinity, Destiny, and Anthem also all cost $500+ million What SC has done with so few staff and in such a short time is unprecedented in gaming history. Of course you can disagree, but you can't tell me the Dev stats for Starfield, or any other comparable title, because no other Studio releases them, ergo that which is asserted without evidence, can also be dismissed without evidence. GTA6 also started development at the same time as SC and has a budget over eight times that of SC, and isn't based in an entire solar system over 2 million times the size of RDR2 with 200 bespoke ships each with functional engineering and capable of _realtime_ hyperspace travel. Starfield, Fallout London, Cyberpunk, and Halo Infinite, all released a year from their initial release dates So what exactly is your opinion based on?
In my opinion, for the vulture, you can use a little auto crane at the ceilling that moves the boxes from the conveyer belt to the cargo grid. it can be an additional expensive upgrade kit for the vulture. so its an option for later comfortable gameplay.
14:53 yeah, not kidding, the destroy contrabant mission takes minutes to start and i can watch how the boxes spawn in one after the other. edit: love the sad ending to brave salvage man's ship.
Dunno if CIG devs read youtube comments, but you could a.) Break large chunks of hull into another tier of sub-pieces like in mining, before the final munchable pieces to reduce server load b.) Have the reclaimer claw be uniquely able to ingest the larger sub-pieces that the vulture would have to break down first, or c.) Instead of physicalizing new entities, have a similar mechanism to hull scraping where a beam disintegrates and ingests pieces of hull directly. That's more Beam Citizen, but hey it gets the job done.
This is awesome! I feel like Cloud Imperium felt too afraid to show stuff that was really early in development. It is nice to see them act brave again. This addition to salvage will be great when it is eventually ready and released.
No, I've been following since 1012. Believe me, I'd rather they show something that was sure to come this or next year, rather than something that we KNOW will not be here for the next half decade.
@@captainharlock3998 So you are saying you want them to say and show nothing? It has been 11 years and we don't have a finished flight model, we don't have 100 systems, we don't even have ship armor working in game. No Enders game FPS or Theaters of War. No Hangars 2.0. And with all that still years away, you want them to show us NOTHING?
@@Postal0311 You said it yourself. They GAVE us nothing beside a buggy proof of concept of some sketchy techs and nice ships. It gives no pleasure seeing stuffs that won't be true for a decade. None at all. In fact it's irritating when it's only more of the same "it's going to be so cool once we get it in game" since 2012.
for a solution to the moving crates inside the vulture. you could install a small remote tractor beam turret in the cargo bay that is controlled from the pilot seat
I would love for munching hole ships for the player to have to go out and apply demolition charges to specific places on the hulls to break the ship into the right proportions for the optimal sizing for the vulture and reclaimer! This could then go more in-depth with cutting power and pipes inside the ships to add more danger and really get into the nitty gritty of salvage work.
The Vulture is the smallest and least powerful salvage vessel so it makes sense to be slow and time inefficient when it comes to working on larger wreckage. It should take a sizeable group of Vultures working together alongside a hauler for a job like that.
i'm thinking CIG is gonna do a Vulture rework in the cargo area.... and my only reason of thinking they're realizing they'll need to is from ISC yesterday about 12 minutes in with them saying the munched bits fill up the SCU significantly more quickly and would therefore require much more frequent trips to move the SCU boxes onto the cargo grid. i still think if they add a remove tractor beam in the ceiling of the cargo area to move boxes around from the pilot seat it'd be a massive improvement to the ship
the small cargo area of the vulture, even if you pack it out to 22/24 boxes makes team play more important. you need someone, or a cargo ship on station to keep munching larger ships
@@davidalway5981 right, but the Vulture is a 1 person salvage crew ship with 1 bed to log in/out from. so yes, multiple crew is important for multi crew ships, which the Vulture isn't. that's why i suggested what i did
The arms of the Vulture should articulate, with the tractor beam drawing sizes required, onto the face of the arms, then the arms can close, either crushing the ship parts into a cube shape for easy storage, or simulating the pieces being disintegrating or broken up, then drawn into the cargo hold with an effect or lightshow to cover any anomalies in the process.
This is a very good video. I would gladly watch some more prototypes. I thik we, community, can understand that those are placeholders and subject to change. But showing prototypes is a perfect way to say you guys are working hard for Star Citizen.
These are the types of videos i want to see out of SCL, ones that go into the progress of features still in early development. Thank you, I'd like to see more
In some ways, the mining process of breaking things down in multiple steps makes a lot of sense. then you can spawn in 1-3 entities per "crack" event rather than 100 all at once. If there are different grades or types of salvage material, then the vulture will be ideal for cherry-picking, while the reclaimer can om-nom-nom much larger pieces and much more quickly.
super neat to see inside the process! though i did have to chuckle when in the simulated worst the case server fps is almost double the 4-6 i normally see in the PU...
That type of waiting already happens in the PU. Waiting for a bunker to spawn in, waiting for a rock to break that's already been mined, waiting for your ship to spawn in. The game kind of sucks to play atm if you're trying to play it in a group. Between the lag/dsync and the 30k's, it's just not worth it.
This is more like it, as great as the world's look and the ships being made, gameplay is everything for this game and its nice to see what is being worked on even if its prototype. Alot more of this please, shows that there is progress being made.
Prototyping looks good, so does munching. I will just add that the stressed server fps to be 7 in average is standard for the EU servers. Anytime I join the average server FPS are between 5 and 10 (and rarely 10). Also for the Vulture, can you add a tractor beam crane of sorts that would move and stack the crates? It can take as long as for a players to go down and back to seat, but the walk of shame in vulture is tedious and boring. Main reason I tried salvage 3-4 times than gave up.
What CIG hopefully learns from this is that you should prototype, design and make your gameplay before wasting resources and time on ships that now cause all sorts of headaches and either limit you or require you to rework something again.. cus thats what I gathered from this. The Reclaimer... its an old ship before the mega feature creep set in, so alrght. But the vulture is more than new enough that all of this should have been considered before it was designed and built.
The Vulture design is fine; they were literally just discussing time to salvage versus getting up from the chair. That was the least of the problems they uncovered during the prototype phase -- the entity spawning was the real headache.
@@Uncanny_Mountain I mean yeah, games are developed from behind keyboards.. so yeah. Snarky replies aside, this is literally basic game dev process. Do construction workers also first start building and make the blueprint afterwards? White knight all you want my dude and keep turning a blind eye.
@@billywashere6965 except that its not since they talk about how the fork is limiting and that it doesnt work well with larger ships and then they go on about how they need to make it work for the reclaimer. So the time and entity spawning thing was the least of their problem, thats just somehing that needs to get worked out. Ships existing before their gameplay that now make it hard to design gameplay around is a far sadder issue to have.
@@sabertoothray That's not a problem that's just how the Vulture is designed. It will be limited on what it can munch compared to the Reclaimer. Even if they began prototyping before the Vulture was out, it would still have that problem because it's a small salvage ship. There are simply some things that will be too large for it to salvage without breaking them down further, which is fine.
Thank you for this! It's stuff like this that gives us so much more information and context than anything at citizen con. This shows us where systems are, and what we can expect from adjacent systems. While Citizen con will give us Chris Roberts dreams.
Definitely entertaining and educational. It would be great if after breaking the ship into the largest pieces, the smaller parts had chunks ripped off progressively
Yup - that is the logical progression... rather than trying to spawn all 10,000 entities in one go, just spawn a few at a time so that you stay within the creation-limit of the GraphDB
@@logicalChimp Yeah, all the small entity pieces were just to test the limits of the system so they know wherein to work with how things break apart and the progression of the system should be when it comes to gameplay.
Great stuff! I really enjoyed the Reclaimer claw at the end stealing the Vulture. It makes me think about potential crime stats. So ideally, what I feel like how that should play out is that the Reclaimer pilot doesn't get a crime stat initially, until the Vulture pilot realizes that his ship was taken and reports it as stolen. That being said, it should only be a temporary crime stat! If a stolen vehicle isn't recoverable, then how can you charge someone for the crime? When the stolen vehicle (Vulture) is crushed down to scrap, then any crime stat that the Reclaimer pilot had received would then disappear. (Unless there is video evidence) There would be no more evidence to the crime therefore you can not be charged for it. "I don't know what do you mean officer, this is legitimate salvage"
As a dev id enjoy more of these prototype videos. Im guessing a good workaround would to have the munch numbers precalculated with each ship from the getgo and have the required assets pre loaded into memory.🤔
It would seem that a simple solution to the problem would be staged breakups... so that the target ship is initially broken up into larger sections that are then individually munched. The larger ships would then be consumed one 'bite' at a time, tearing chunks off and dealing with each one in turn, which would also leave nice partially consumed wrecks when salvage vessels are full. Also, start working on calculating the ship section breakup at the start of the 'munch timer' and then commit the action when it completes...
So this initial prototype of munching is very similar to mining. Charge ship with a laser, pick up pieces... It would be nice if it was a little different and I hope that as they iterate on this it changes a bit.
Honestly i was hoping a bit more for manual disassembly rather than more handwavium mechanics. Would be cool if we have to use a cutter torch head or something to chunk up the salvage into “munchable” portions rather than the game automatically breaking it up with a timer. But it is still early so I maintain hope that it will be a little more interesting
Not quite - they did say they were completely ignoring the gameplay aspect - because regardless of *how* the ship is broken up, the net result is that after X seconds, you have parts to munch... and that they wanted to focus on the technical aspects (inc e.g. part spawning) rather than the specific gameplay (which will likely be covered by a different prototype)
@@alexparris7769 What are you talking about? Cutting V2 is literally designed to work with Maelstrom for cutting up larger chunks of the ship. The timer in the prototype was literally explained as a backend tool just to test deconstructing the ship parts.
@@billywashere6965 and if you read I also added a caveat that “it is still early so I maintain hope that it will be a little more interesting…”. I never said anything about this being final. But thanks for clarifying anyway
Yes more or this I want to see more stuff closer to beginning but after the idea/concept phase so we have a better idea what you guys are doing and thinking of doing
In terms of crate removal, couldn't the next box just push the first onto a conveyor which then brings that box out maybe three box lengths (perhaps around a corner), then the next box comes out and fills the next available free space and so on. This way the operator still needs to go down periodically to rearrange the boxes, but they only need to do so, say, every four or five box loads and not for every single box. Same thing could be done to some degree on the Reclaimer as well - perhaps the conveyors simply move the boxes straight out into the centre of the area between the two RMC delivery chutes so if it's left long enough there's a big line (half from one chute, half from the other) for operators to pick up and reposition onto the cargo grids.
This has been one of the best episodes I have seen. Look forward to seeing more of these! I do want to point out to the dev team that 15server fps isn’t worst case scenario. It’s currently best case scenario. Nearly every server I have been on is hovering around 3-6 server fps. All in all great job. More like this!,!
I'd take prototype videos with 20 disclaimers on it over another ship salesman video any day.
Same!!!
I'd take any video that shows actual development. 10 years let's start seeing some serious results.
@@Pashigagiga In classical rhetoric and logic, begging the question or assuming the conclusion is an informal fallacy that occurs when an argument's premises assume the truth of the conclusion. A question-begging inference is valid, in the sense that the conclusion is as true as the premise, but it is not a valid argument. Wikipedia
@@Uncanny_Mountainyoure flexing too hard on them bud. Theyre not equipped for this.
@@Pashigagiga PES, planet tech, atmospheric flight, and 100+ players per server aren't serious results? What other MMO has all of those features right now?
this is what we really need/want to see internal demos of what the devs are working on. It helps give the backers a sense of progression and its just cool to see where things are and how the get to the end result. Excellent work space dad!! i mean Jared.
Jared should present the next Inside Star Citizen entirely in the Space Dad voice from Megamind.
As an aspiring dev and cs student that graduates next year watching videos such as these are always a great treat. It shows me how the stuff im learning in class is applicable in the real world! Thanks for this!
Best of luck in your journey! Maybe you can help finish the game 😅
Hopefully you will learn how to circumvent the bookkeepers stringing out the development process.
@@-TheOracle- I'm only commenting to make it abundantly clear you seriously, desperately need to go lay in some grass. Mere touch is insufficient for your particular type of mental illness and personal tragedy, you must be immersed in the grass. While the sun is out. Get vitamin D. Seriously, go get vitamin D. -PSA
Hoping we see some progress on this every month or two until it releases. Would be cool to compare the overall process. Thank you guys!
It will never release dude.
Mark my words you won't see it for years
@@Ace-Brigade or centuries..
@@Ace-Brigade Ahaahahah, you've been around for a while, I am also a half glass type of guy, I've been around long enough to know! lol This was me from 2016 shocked and all eggs in one basket and me now in 2023, I am now sitting on my lawn chair chugging ranch dressing from the bottle and shoving hey sandwich in my mouth, not believing a word that CIG says until it's in my hands! lol
I'd like to see that, too. Too many people don't appreciate how much work is going into this thing. Game development is insanely hard, even when it's just a simple game.
I'd love to see one particular part of it shown taking shape over time like that. It'd be fascinating to me.
Always love the little sprinkles of comedic animated bits in ISC, 14:35 17:45 lmao
the production team is great with these!!
The real comedy came at 1:27-1:35
Yeah, it's an inside glimpse to the pleasure toys in a zero-g environment.
Add a cargo room camera for the vulture on a small remote tractor beam in there to handle the box transfer without having to get up.
He wants you to get up.
Exactly what I was thinking. Make it ceiling mounted on a moveable overhead track system. Also would be nice if they made the whole room cargo grid.
@@TransamJc Aaaand "he" would be wrong to do so...since Drake is willing to have a tractor beam on the cutlass black. Even Drake can't be too cheap to spare one on an industrial craft. You can still have to get up to move salvaged components to the inside to fulfill this need to get up.
Make Munching profitable enough to support a 2 man crew.
Like a UFO catcher minigame?
I loved this approach!
Please do more of this super early prototyping stuff!
you love prototypes fir basic gameplay after 10 yerars.....wtf
@@Turican76 You realise every new feature in every game, no matter how new or old, needs to be prototyped, right? Some of us find this stuff interesting.
Just extend the vulture's convener belt to hold 4 or 5 instead of 1
Honestly, the conveyer system should extend all the way to the back door; and once a full 'rack' of boxes is on one side, the conveyer system should shove that entire 'rack' to the cargo pads on the other side of the ship. When the final 'rack' is filled in, you get notified that your cargo and 'rack' is full, and if you want to do some old fashioned 'fenagling' of the cargo your own way, you can.
As a solo-ship, you shouldn't have to be getting out of your seat to shuffle a cargo box; the ship should have been designed with full automation so you, as the pilot/operator, can manage what your primary job is; flying/salvaging, not playing 'box mover'.
Even the Reclaimer should have a rework, so that instead of having people running around the scrap area, one or two primary operators should be on the railing system above using remote turret controls over-looking the entire cargo/salvage bay, to move the containers via tractor beam arrays.
I get why they set it up the way it is; but it's entirely unwieldly, especially when the ships need to start moving and your cargo crate movers are getting knocked down/falling over in the process of manually moving crates around by hand.
Won't happen. CIG isn't known for doing the same work twice.
@@SternLX No need for the blatant lie. They have certainly gone back and reworked the internals on entire ships, the current one is the 600i.
Could also put a small remote tractor beam turret in the corner of the cargo room
@@ShevaiAsan ohh, it is not build that way? So my experience in the PU was just a fluke? Because it worked just like that. I got the red obstruction warning, but then it emptied anyway, and when I looked it had pushed the obstructing box onto the grid. But I certainly agree, it does need a box mover, though there is barely room under the ceiling.
Love these "Calling all Devs"-esque segments. Keep em up.
@@-TheOracle-I’m sure that sounded very clever in your head.
How much do you actually think it costs to stick a 19minute video on RUclips?
@@-TheOracle- just so you know. This doesn't take a penny from development funding. These videos are the reason the subscriptions exist
Promised a badass claw and just gave us another beam
This was great! I really appreciate hearing that although PES comes with benefits, it also has its downsides. I want to hear more about the negatives along with the positives rather than only the improvements this tech comes with, as it gives a much better understanding on the difficulties of this game's development.
Would love to see more of this over sneak peaks or discussions about new ships.
Sorry I'm late on this, but wanted to reply. Everything has its downsides, but in a case like this, sounds like the issue is unexpected and might be either a bug with the PES or an error of implementation. It could be that the PES runs the same logic to create each and every one of the entities it tries to create, even if they share most of all characteristics. It could be improved with some optimization work in the PES, or circumvented by creating a single entity, duplicating it and then modifying all those similar entities.
Best video in a long time guys, keep it going. It really means alot to me to actually see the early stage prototyping. It helps us understand that you guys are actually making progress on things🎉❤
jajaja
keep it going? 10 more years ? lol
Jared, I take it that you are implying this citizencon has some really great surprises?
Every year the same talk, but then is stuff for years far far ahead....believe me or any os us here since 2012
i swear that creature sculpture on the desk is something that's coming ingame
The only thing interesting in the whole video actually. Otherwise it would have been a complete dud.
Gotta love the acknowledgement of how tedious Vulture box shuffling is. Now to resolve the issue...
It's cool to see the Reclaimer claw doing something, even if it's just a conceptualization.
It does look like there are a lot of details to be worked out though. I kind of thought the "breaking" of a ship was going to be much more compartmentalized rather than the whole thing at once like mining. Like we'd just snap off a wing or a chunk of the hull. I know that it's still in progress, but I think it would be much more fulfilling and noteworthy to take pieces out of a ship rather than make the ship into pieces. That may not be technically feasible though I guess.
We don't really know much about maelstrom right now, but maybe it's possible in a post-maelstrom version of munching?
@@Mindbulletz That's precisely what Maelstrom + Cutting Tier 2 will be.
thanks for this. it's easy as a backer to think nothing is happening when a gameplay loop is not yet complete (ahem, transport of NPCs. Waiting for my E1 to show up...), but I'm glad you had this video since it helps us to see that it is not always a linear progression from 'we're going to do this!' to 'we can do this now!'
Thanks again!
And in the next firmware update the reclaimer claw doubles as a back scratcher!
MeeMaw would absolutely love that!
I appreciate how big of a swing this kind of early prototype showcase is, and I for one think it's a fantastic idea. Brand new tech is a big reason I follow the project, and I love being able to see this sort of thing at its inception. Big props to Jared for, as always, presenting us something novel
Maybe a way to both keep it realistic and add extra gameplay would be to require you to go inside the ship and activate teh self destruct. I dont see the vulture tearing up a ship like the 890 jump in any less than 20 minutes of constant ''salvage beam''-ing. No way i need half an hour of shooting with my gladius but a vulture can tear it up in a minute. So maybe some gadgets, like adhesive charges you have to stick to the ships hull todetach parts, that maybe could borrow animations and UI from those mining gadgets that alter rocks for mining. That way you get a bit more of EVA into salvage and keep the feeling of big ships being very tough consistent without forcing vulture players to be there salvaging for hours.
All of that will be resolved with Cutting Tier 2; hopefully they have some extra tools available alongside Cutting Tier 2 to facilitate the gameplay you mentioned.
"The behind the scenes of what my mother calls, that video game hes making, when shes explaining it to her friends"
Game Dev memes one oh freaking one. Because thats basically us explaining that to our non-gamer family members.
And as someone who is working on his own RPG. These ISC videos are like class lessons to me! Thank you CIG!
So about the reclaimer claw. Dont use it like a fork, use it as an anchor.
You simply use it to attach yourself safely to the other ship, then you use lasers and tractorbeams to cut and eat chunks one at a time.
SO i just want to say this is the content that I want to see. I want trust from CIG to their players to trust them with the knowledge of what theyre working on. I appreciate your damned if you do versus damned if you do. But communicating this to us means we see improvement and progress and I am happy to keep backing. I know its prototype but it tells me its ahead. Keep this up
Any chance we’ll get to see an ISC for ship-based Refining this quarter? That has started development too according to the Progress Tracker & monthly reports and to fully complete that whole larger industrial loop (Mining/Salvage -> Refining -> Selling/Crafting/Refueling) would be such a huge milestone for the EU PU Team.
Ten years after my initial financial backing and we're...preparing prototypes.
What can I say. I'm thrilled.
🙄
I'm baffled by how many people are brainwashed by their marketing team. If people haven't figured out that they've been robbed, then they're blind.
@@Zev191 😆
@@Zev191 That's why many just payed the initial 45 dollars for the starter pack. No more money from me in projects like this ever again.
Break into big pieces first. Then break big pieces into medium or small pieces. After that then the Vulture can munch.
For the Reclaimer:
The claw should really just hold the ship/big piece steady for it to be broken/cut up.
If large or medium pieces are rotating they are dangerous to munch. The tractor beams can steady small pieces (mabe the medium too). Large pieces should require using the Claw to hold it after getting close to the rotational velocity.
I like videos like this. I think alot of people are confused about what star citizen is actually trying to do and videos like this put some of the troubles the game has into the proper context.
Also for the vulture, a huge quality of life change would be to allow the conveyor belt to hold more than one box. Even just allowing two before you have to get out of the chair to go move it would help, but I'd really like to see it get three or four out.. if not in the vulture at least in the reclaimer where there is PLENTY of room down there to allow that sort of thing to happen.
It would make using the reclaimer solo a much more enjoyable experience. (I know its meant to be crewed by several people but its the only profession where you're obligated to get up out of the chair very often, easing that back even just a little would make the whole process alot more enjoyable)
That was a fascinating episode. I don't often praise ISC, but really this one, BRAVO! More of this, please!
Same! Seeing a feature being tested in such an early stage of development, and hearing the discussion around what worked and what didn't and how it might be done differently to make it work better, is incredibly interesting to me. I can't imagine how complicated it must be to work on even something as small as this in a game as big as this.
Been waiting for ISC to return....🙂
I didn't realize how cool the Crusader logo was until this video, seeing it in the background on the shelf here. Obviously Crusaders had swords and I always knew that was supposed to be a sword hilt in the logo but seeing the hilt itself be a sharp representation of the Crusader Starliner into the shape of a sword hilt with the blade being the swooshing lines behind it just kinda put it in a whole new perspective for me
Jared forgot they showed a prototype of resource management with Dan Truffin on one of the Halloween episodes, eh? :T
I liked the little cameo of the guy going to the cargo hold and just noping right on out of there lol.
a feature i feel could be useful on the vulture is a remote controlled tractor beam that would be controlled from the pilot seat that could move the boxes in the back storage area, could use it similar to the remote turrets that are already in the game and just make the vulture more convenient to operate solo which i think is the designed purpose of it.
it has it now
Great to see some early development of a new feature. Always awesome to see new things in the pipeline and then talked about by the devs in as far as what kinds of problems they're encountering and their thought processes on how they can tackle whatever's been revealed by the prototype. Very interesting.
Excellent video, CIG. Keep 'em coming!
Maybe only a prototype, but it's at least some good evidence that progress *is* being made. Looks good so far, looking forward to optimization and seeing it in the PU!
I always thought the Vulture needed a remote tractor beam turret. The interface would be just like a regular remote turret and it could have a tractor beam (about the size of the large hand held one) connected to it. You could stick it above the doorway far enough out to pull off of the filler station, but on the side so it can pull weapons or cargo in through the path beside the cargo grid in case you need to move stuff around. If I had a Vulture doing a remote tractor beam turret inside the cargo bay would be the first thing I would customize it.
Just some thoughts:
For the destruction of the big piesces i can imagine the „melting“ lines from mining. And after this finished the parts transforms into a „blob“ like mass which can then be collected. Just an idea, i don’t have much experience in coding, but maybe it would be less stressfull for the server to let the blob still a solid object without any fluid effects. Just a deformed glowing version of the munched piece.
Something line that for the Vulture or maybe for the drones in the Reclaimer. The drone operators „melt“ the smaller pieces and the salvage lasers for example collect it.
After that this salvage blob goes into the shredder/mixer which fills then some SCU container just like a ice cream machine.
But what about the claw? I mean even a working claw would be a big opportunity for many funny gameplays. Just like the end-scene.
Is there any opening/entry for Scrap into the shredder? I was in it a few days ago because i stood up from the table in the cafeteria, while the ship was moving. And i couldn’t figure out, where the bigger pieces should come from.
As i said, just some thoughts…
Great episode! Prototyping is so important in large projects, otherwise you end up wasting huge amounts of time and effort across multiple departments just to find out something doesn't work.
As a side note, with the potential need for multiple scraping heads, cutting heads and tractors for the salvage ships, I find myself thinking that an automated way to switch heads would be really helpful. Something similar to the rotary tool swapping systems used on CNC machines could be pretty cool, and reduce the number of control arms the ship would need to function.
Also the ability to auto stack boxes for the vulture and produce 8 SCU boxes in the reclaimer would be much appreciated!
The Vulture doesn't need cutting heads, though, they're those grids on the long arms that cut the pieces down and tractor them inside. The only heads it has are the scraping heads on the front.
@@billywashere6965 That's great for things that are small enough to fit in-between the arms. I guess we should just ignore anything that doesn't.
@@stuarth317 Pretty much. I imagine that's where larger sized salvaging vessels come into play.
@@billywashere6965 You realise just how impractical it would be? Anything more than a few metres wide would have to be passed over.
The limitations on the vulture are the size of the hold and the speed it can work, adding unnecessary restrictions as you suggest would make it pretty pointless.
The consideration of the scaling of the time it takes to break apart ships of different sizes is interesting, because I think it would be fine if it took minutes or longer for really big ships, as long as you do more than just play a mini-game or something like that while sitting in your cockpit.
Maybe something similar to "Hardspace: Shipbreaker".
I don't know how challenging it would be, or if it would even be possible to implement such a dynamic/free-form cutting system etc. in Star Citizen, but I think just something like breaking apart the ship piece by piece (one thruster, then the other, then pieces of the ship body etc.) while maneuvering around it yourself, would already make the process much more engaging.
(Doing it piece by piece would probably also help with the delay/lag of spawning the debris for the entire ship at once.)
"Heading your way" i love jared, makes me love this project
That was great! Hope we get more videos just like this one to show where certain features are. As investors in the product I think we'd all really like to see more of this! I had a thought as you were showing the Vulture trying to salvage the 890 Jump - maybe don't let Vultures salvage large ships at all, or at least not the big chunks of those large ships. If the only way to salvage a big ship was with a Reclaimer claw to break it apart, there'd be more reason to explore the MultiCrew gameplay of the Reclaimer, which is good for everyone. Honestly, salvage is already one of my favorite parts of the game and I can't wait to get munching in there. I do think the tractor beams are going to be necessary to clear the debris out of the way of all the hangars but even if the vultures have to get the small pieces between their forks and just fly from piece to piece it would add a fun new "cleanup the hangars" game loop.
For the vulture, if the pilot had a handheld size tractor beam turret in the hold you could control from the pilot's seat it would be pretty great.
(3 months later) you got it!
Wait, what? IS there a tractor in the Vulture now?@@mndeg
I liked seeing this early peek into the dev cycle of a new feature. Thanks Jared and everyone that made it possible.
Looks great I love the deeper and honest look at the Dev process
The first video in a long, long time that actually shows development.
Jared gonna be 80 when this game launches.
.....to beta
it's been 7 years, same as Starfield.
Rust took 8
RDR2 9
And Cyberpunk 10
It's also TWO games, so $250 million each, RDR2 spent $350 million on advertising alone.
RDR2 and Cyberpunk also had ten times the staff, and legacy code in an established Studio
The Last of Us *Part II* took 200 people to develop and cost Sony $360 million, and Horizon Forbidden West took five years and $500 million to produce, involving 300 people. Halo infinity, Destiny, and Anthem also all cost $500+ million
What SC has done with so few staff and in such a short time is unprecedented in gaming history.
Of course you can disagree, but you can't tell me the Dev stats for Starfield, or any other comparable title, because no other Studio releases them, ergo that which is asserted without evidence, can also be dismissed without evidence.
GTA6 also started development at the same time as SC and has a budget over eight times that of SC, and isn't based in an entire solar system over 2 million times the size of RDR2 with 200 bespoke ships each with functional engineering and capable of _realtime_ hyperspace travel.
Starfield, Fallout London, Cyberpunk, and Halo Infinite, all released a year from their initial release dates
So what exactly is your opinion based on?
But I know it's a lot easier to farm clicks with virtue signalling than facts 😂
@@Uncanny_Mountain virtue signaling? I dont think that means what you think it means....
@@DayLateGamerWill no, you just don't think
I'm assuming that they might munching generate a different type of RMC so it makes less boxes that are worth more.
In my opinion, for the vulture, you can use a little auto crane at the ceilling that moves the boxes from the conveyer belt to the cargo grid. it can be an additional expensive upgrade kit for the vulture. so its an option for later comfortable gameplay.
14:53 yeah, not kidding, the destroy contrabant mission takes minutes to start and i can watch how the boxes spawn in one after the other.
edit: love the sad ending to brave salvage man's ship.
Dunno if CIG devs read youtube comments, but you could a.) Break large chunks of hull into another tier of sub-pieces like in mining, before the final munchable pieces to reduce server load b.) Have the reclaimer claw be uniquely able to ingest the larger sub-pieces that the vulture would have to break down first, or c.) Instead of physicalizing new entities, have a similar mechanism to hull scraping where a beam disintegrates and ingests pieces of hull directly. That's more Beam Citizen, but hey it gets the job done.
Great Job, Thank you
This is awesome! I feel like Cloud Imperium felt too afraid to show stuff that was really early in development. It is nice to see them act brave again. This addition to salvage will be great when it is eventually ready and released.
belive me, those following this project a little longer are often happy that they minimized showing stuff that is years away... 😂
@@NotUnymous With the glacial pace of development of this game, it is nice when they show us they are working on anything that isn't a new ship sale.
No, I've been following since 1012. Believe me, I'd rather they show something that was sure to come this or next year, rather than something that we KNOW will not be here for the next half decade.
@@captainharlock3998 So you are saying you want them to say and show nothing? It has been 11 years and we don't have a finished flight model, we don't have 100 systems, we don't even have ship armor working in game. No Enders game FPS or Theaters of War. No Hangars 2.0. And with all that still years away, you want them to show us NOTHING?
@@Postal0311 You said it yourself. They GAVE us nothing beside a buggy proof of concept of some sketchy techs and nice ships. It gives no pleasure seeing stuffs that won't be true for a decade. None at all. In fact it's irritating when it's only more of the same "it's going to be so cool once we get it in game" since 2012.
for a solution to the moving crates inside the vulture. you could install a small remote tractor beam turret in the cargo bay that is controlled from the pilot seat
I would love for munching hole ships for the player to have to go out and apply demolition charges to specific places on the hulls to break the ship into the right proportions for the optimal sizing for the vulture and reclaimer! This could then go more in-depth with cutting power and pipes inside the ships to add more danger and really get into the nitty gritty of salvage work.
The Vulture is the smallest and least powerful salvage vessel so it makes sense to be slow and time inefficient when it comes to working on larger wreckage. It should take a sizeable group of Vultures working together alongside a hauler for a job like that.
agreed
i'm thinking CIG is gonna do a Vulture rework in the cargo area.... and my only reason of thinking they're realizing they'll need to is from ISC yesterday about 12 minutes in with them saying the munched bits fill up the SCU significantly more quickly and would therefore require much more frequent trips to move the SCU boxes onto the cargo grid. i still think if they add a remove tractor beam in the ceiling of the cargo area to move boxes around from the pilot seat it'd be a massive improvement to the ship
the small cargo area of the vulture, even if you pack it out to 22/24 boxes makes team play more important. you need someone, or a cargo ship on station to keep munching larger ships
@@davidalway5981 right, but the Vulture is a 1 person salvage crew ship with 1 bed to log in/out from. so yes, multiple crew is important for multi crew ships, which the Vulture isn't. that's why i suggested what i did
The arms of the Vulture should articulate, with the tractor beam drawing sizes required, onto the face of the arms, then the arms can close, either crushing the ship parts into a cube shape for easy storage, or simulating the pieces being disintegrating or broken up, then drawn into the cargo hold with an effect or lightshow to cover any anomalies in the process.
This is a very good video. I would gladly watch some more prototypes. I thik we, community, can understand that those are placeholders and subject to change.
But showing prototypes is a perfect way to say you guys are working hard for Star Citizen.
These are the types of videos i want to see out of SCL, ones that go into the progress of features still in early development. Thank you, I'd like to see more
I really enjoyed the prototype video, thank you for sharing :)
In some ways, the mining process of breaking things down in multiple steps makes a lot of sense. then you can spawn in 1-3 entities per "crack" event rather than 100 all at once.
If there are different grades or types of salvage material, then the vulture will be ideal for cherry-picking, while the reclaimer can om-nom-nom much larger pieces and much more quickly.
Awesome! :D
More videos like this please, it's very interesting to know the challenges and potential of all these features in development.
super neat to see inside the process! though i did have to chuckle when in the simulated worst the case server fps is almost double the 4-6 i normally see in the PU...
I was expecting this to be the top rated comment but I guess the rest are easily bamboozled.
Awesome video, really hope munching isnt another 2 years out but definitely want it as fleshed out as can be before it hits the PU.
This type of coverage is great. I really love seeing how things are done.
That type of waiting already happens in the PU. Waiting for a bunker to spawn in, waiting for a rock to break that's already been mined, waiting for your ship to spawn in. The game kind of sucks to play atm if you're trying to play it in a group. Between the lag/dsync and the 30k's, it's just not worth it.
PLEASE continue showing off prototypes gives us backers hope progress is being made
Because the steady stream of vehicles and features doesn't do that.
LOL. Artist art>Designer Art>Coder Art. I love it.
Really liked this kind of video! Please keep showing stuff like this until citizen con!!
This is the transparency we talking about in the tech show, Awesome!
The entire game is a prototype still, ten years later.
I've had a Reclaimer since day 1 of concept sale. Finally salvaging with it a few months ago and now MUNCHING. I cannot explain my hype.
This is more like it, as great as the world's look and the ships being made, gameplay is everything for this game and its nice to see what is being worked on even if its prototype.
Alot more of this please, shows that there is progress being made.
Prototyping looks good, so does munching. I will just add that the stressed server fps to be 7 in average is standard for the EU servers. Anytime I join the average server FPS are between 5 and 10 (and rarely 10). Also for the Vulture, can you add a tractor beam crane of sorts that would move and stack the crates? It can take as long as for a players to go down and back to seat, but the walk of shame in vulture is tedious and boring. Main reason I tried salvage 3-4 times than gave up.
star citizen is a placeholder for gameplay
Awesome Prototype videos and information. You got the work-in-progress (Prototype) Disclaimer in. Keep up the GOOD WORK. !!
What CIG hopefully learns from this is that you should prototype, design and make your gameplay before wasting resources and time on ships that now cause all sorts of headaches and either limit you or require you to rework something again.. cus thats what I gathered from this.
The Reclaimer... its an old ship before the mega feature creep set in, so alrght. But the vulture is more than new enough that all of this should have been considered before it was designed and built.
Oh yes, you're such an expert, from behind your keyboard
The Vulture design is fine; they were literally just discussing time to salvage versus getting up from the chair. That was the least of the problems they uncovered during the prototype phase -- the entity spawning was the real headache.
@@Uncanny_Mountain I mean yeah, games are developed from behind keyboards.. so yeah. Snarky replies aside, this is literally basic game dev process. Do construction workers also first start building and make the blueprint afterwards? White knight all you want my dude and keep turning a blind eye.
@@billywashere6965 except that its not since they talk about how the fork is limiting and that it doesnt work well with larger ships and then they go on about how they need to make it work for the reclaimer. So the time and entity spawning thing was the least of their problem, thats just somehing that needs to get worked out. Ships existing before their gameplay that now make it hard to design gameplay around is a far sadder issue to have.
@@sabertoothray That's not a problem that's just how the Vulture is designed. It will be limited on what it can munch compared to the Reclaimer. Even if they began prototyping before the Vulture was out, it would still have that problem because it's a small salvage ship. There are simply some things that will be too large for it to salvage without breaking them down further, which is fine.
Thank you for this! It's stuff like this that gives us so much more information and context than anything at citizen con. This shows us where systems are, and what we can expect from adjacent systems. While Citizen con will give us Chris Roberts dreams.
More of these pls. This is what i was missing all the time
Definitely entertaining and educational. It would be great if after breaking the ship into the largest pieces, the smaller parts had chunks ripped off progressively
Yup - that is the logical progression... rather than trying to spawn all 10,000 entities in one go, just spawn a few at a time so that you stay within the creation-limit of the GraphDB
@@logicalChimp Yeah, all the small entity pieces were just to test the limits of the system so they know wherein to work with how things break apart and the progression of the system should be when it comes to gameplay.
LOL Loved the little comedy bits added in :) Looking forward to feeding my Reclaimer one day.
Great stuff! I really enjoyed the Reclaimer claw at the end stealing the Vulture.
It makes me think about potential crime stats. So ideally, what I feel like how that should play out is that the Reclaimer pilot doesn't get a crime stat initially, until the Vulture pilot realizes that his ship was taken and reports it as stolen. That being said, it should only be a temporary crime stat! If a stolen vehicle isn't recoverable, then how can you charge someone for the crime? When the stolen vehicle (Vulture) is crushed down to scrap, then any crime stat that the Reclaimer pilot had received would then disappear. (Unless there is video evidence) There would be no more evidence to the crime therefore you can not be charged for it. "I don't know what do you mean officer, this is legitimate salvage"
More prototypes! I'm getting bugsmashers vibes from this and I love it!
As a dev id enjoy more of these prototype videos. Im guessing a good workaround would to have the munch numbers precalculated with each ship from the getgo and have the required assets pre loaded into memory.🤔
It would seem that a simple solution to the problem would be staged breakups... so that the target ship is initially broken up into larger sections that are then individually munched. The larger ships would then be consumed one 'bite' at a time, tearing chunks off and dealing with each one in turn, which would also leave nice partially consumed wrecks when salvage vessels are full. Also, start working on calculating the ship section breakup at the start of the 'munch timer' and then commit the action when it completes...
Loving the ISC of late. Really good insights. Also the game capture team having _the best time_ for these.
I feel like we've seen plenty of prototype features before. Many of them that were never implemented (see atmospheric rooms, fire propagation, etc.
Now we're talking! Great video guys!
This was interesting. Thank you for sharing this process.
This good stuff!
Pity they couldn't convert the "destroyed" sections into Voxel type models where you could actually munch pieces off from that point
So this initial prototype of munching is very similar to mining. Charge ship with a laser, pick up pieces... It would be nice if it was a little different and I hope that as they iterate on this it changes a bit.
Honestly i was hoping a bit more for manual disassembly rather than more handwavium mechanics. Would be cool if we have to use a cutter torch head or something to chunk up the salvage into “munchable” portions rather than the game automatically breaking it up with a timer. But it is still early so I maintain hope that it will be a little more interesting
Not quite - they did say they were completely ignoring the gameplay aspect - because regardless of *how* the ship is broken up, the net result is that after X seconds, you have parts to munch... and that they wanted to focus on the technical aspects (inc e.g. part spawning) rather than the specific gameplay (which will likely be covered by a different prototype)
@@alexparris7769 What are you talking about? Cutting V2 is literally designed to work with Maelstrom for cutting up larger chunks of the ship. The timer in the prototype was literally explained as a backend tool just to test deconstructing the ship parts.
@@billywashere6965 and if you read I also added a caveat that “it is still early so I maintain hope that it will be a little more interesting…”. I never said anything about this being final. But thanks for clarifying anyway
Yes more or this I want to see more stuff closer to beginning but after the idea/concept phase so we have a better idea what you guys are doing and thinking of doing
there should be a "remote turret" tractor beam INSIDE the vulture, accessible from the cockpit, then lets you move/stack crates.
I'm glad you had the "sarcasm" comment. I would've never assumed it was sarcasm otherwise.
Very good episode and I love prototype shows please please more of them.
yes. give me that salvage mechanics looks really fun and interesting!
All hail The Claw!
In terms of crate removal, couldn't the next box just push the first onto a conveyor which then brings that box out maybe three box lengths (perhaps around a corner), then the next box comes out and fills the next available free space and so on. This way the operator still needs to go down periodically to rearrange the boxes, but they only need to do so, say, every four or five box loads and not for every single box.
Same thing could be done to some degree on the Reclaimer as well - perhaps the conveyors simply move the boxes straight out into the centre of the area between the two RMC delivery chutes so if it's left long enough there's a big line (half from one chute, half from the other) for operators to pick up and reposition onto the cargo grids.
longer conveyor belt might do that
6:20 Love the humor. Had me LOLing ❤😆
This has been one of the best episodes I have seen. Look forward to seeing more of these! I do want to point out to the dev team that 15server fps isn’t worst case scenario. It’s currently best case scenario. Nearly every server I have been on is hovering around 3-6 server fps. All in all great job. More like this!,!