When the reclaimer gets all it's tools and functionality it will be a sight to behold..and if you want to be efficient have more crew. Hull scrapers, people slicing off parts to crunch, drone and claw operators to remove components, someone to siphon fuel
It offers a really interesting gameplay loop for sure. The fact it can dip into combat, salvaging and possibly deeper crafting the future is fun to think about. I guess that is kind of the idea SC in the end? Create gameplay loops that stack on top of each other to improve the overall experience.
@@Alphascrub_77 I think the term "Gameplay Loops" will lose all meaning once SC has all it's components in place the kind of emergent gameplay will make even the most "loopy" parts of the game seem fresh and unique. The reason I dislike current games is because of "loops" honestly... sick of them.
@@WigganNuG That's actually a really good point, and after playing SC and going back to other games, the limitations of those gameplay loops stand out A LOT more because of how gamey and repetitive they are, as well as how limited they are.
Hey, a tip for you. When your 1 scu is full and a box is ejecting, stop salvaging until the bar empties. Until that happens, you are not salvaging but are still reducing the material on the wreck. It’s only a few seconds, but for the reclaimer, that’s up to 0,50 SCU
@@Jason-xb2qf At that point, why even have the boxes be transferred manually? Just give the ship some kind of auto loader where they're placed in the hold. Just feels like busywork.
Itll be awesome if they one day make the entire market player run. No fake respawning mats at kiosks, but everything is supplied from mining and salavaging.
Doubt that will happen and honestly that was like the worst part of Eve online anyway. With the way things are planned right now they're going to have NPCs constantly doing stuff just like players so a lot of the economy is going to be run by bots.
@@Paisa231 The beauty of a game this large is that players COULD be asked to haul and mine and salvage all day long...EVE has this happen and it's easier than that in SC to switch between doing non-combat versus combat roles...all you need is to grab a different ship
@@Paisa231 so to recap, your argument that I was pointing to was about players picking a job such as hauling, where you said "they can't be expected to haul all day long" and you rebut me by telling me why picking a job like hauling all day long would make the most sense? Given those systems in place, it would be harder (but not impossible like it seems like you're pointing to) to switch roles on a whim, so that would have to be more like your plan for the day or maybe you think, "I'm going to do mining, hauling, carebearing of some kind today, and I'll finish up by heading back towards my combat ship and that'll be what I do when next I log in". I'm not quite sure where this cannot be done by players, and even though each system is big it COULD be run by players. As a quick aside, EVE has physical inventory systems....the act of moving from one system to another is quick(if you're in a ship smaller than capital size), but the act of moving your inventory is a long and treacherous journey unless you ARE the jump freighter pilot
Can't wait until we see more professions like the investigator, engineer, scientist, botanist, reporter....plus the ships and game loops that come with them.
That's what 600 million dollars buys you. Or at least maybe 10 million, since the rest of the money just went to the CEO's pocket to buy his 3rd real-life yacht.
@@evolicious Their expenses are public record (for their UK arm at least) and can be looked up on Companies House with minimal hassle. You'd be surprised how much of that has been spent on the game so far.
The Reclaimer is an insane ship, incredible interior and amazing industrial look. Now that we’re actually seeing its gameplay loop coming online, it’s a fantastic ship in every way for an industrial crew looking to do salvage like this.
I've been playing this game on and off for a few years, and orison never ceases to amaze me. That sunset landing almost seems fake but it's what you actually see in the game
I ♥ hearing you all banter. It's very exciting and I agree. I've been waiting for Salvage for soooo long. Hull scraping, Component/item salvage, munching. It's going to be sweet!
I like the idea of having the option to view remote turret video feeds from the pilot's MFDs. It would make a good in-universe solution to the MFDs obstructing the pilots view. It would be great on multi-crew mining ships like the Mole too :D
I hope you're able to haul scrape then use the grinder and tractor beam to take the rest of the haul and recycle it into scrap which you can also store as boxes and sell when that grinder system is functional in the future that will get rid of a lot of stuff that is hanging around after being destroyed probably what they're going for in the future
That's the plan I believe. Hull scraping they've stated is (literally) the surface first layer to salvaging in full. Won't be quite Hardspace Shipbreakers with the risks but the next step will be stripping the intact or otherwise internal physicalized components that Engineer gameplay is supposed to be messing with. You can interact with those panels currently.
@@alexturnbackthearmy1907 wouldn't mind if there was conveyor belts that automatically load bigger cargo ships itself and smaller ships you do by hand with the tractor beam or if they can get the grid working better the tractor beam then it would be a lot easier and put a forklift styles vehicle for lifting the big shipping containers into place would make it more interesting instead of having the little containers one by one with the tractor tool or a overhead crane for lifting big containers into certain gridpoint might seem a challenge but it's an idea
Fantastic to see videos like this from LevelCap. I’m curious to see true multi crew in play like this, but can’t help but think the moving of boxes around manually is absurd for an industrial ship. It leaves this feeling forced by CIG rather than proper design in truth. Wow, loving this and seeing the Reclaimer finally being used to its potential even a little bit. Also great to see you teaming up with SaltEMike!
Dude, watch the video...some players actually ENJOY moving boxes. If you don't, then that's cool...but someone does. CIG makes gameplay for everyone's tastes.
I KINDA agree, but look a few comments down, and you'll see some people echo what I love about multi player game play; even the seemingly mundane part of the crew jobs can feel good, and you and couple other guys operating quickly to stack the boxes can be fun and eventually made into a mini mechanic that has importance. An upgrade to the ship could be a robot/ tram rail system in the cargo that auto moves the boxes to their proper grids. Perhaps this upgrade is something you need to buy at another vendor or for and upcharge; like chair warmers for a new car :)
I'm not sure it's a 'Massive advance' in multicrew experience; turret gameplay/combat got a lot better last year, there was 3-up mining & refueling (though not much reason to do either). However, it is another string to the bow & very cool. SC is slowly marching up-hill and if you've got a small crew you're gonna have fun now. One thing I will give the Reclaimer is that just the simple task of stacking boxes is dope, just because you know you are part of an industrial endeavor and there's stuff happening around you, even if you don't see it. It's the same reason that doing recce in ARMA was as fun for some people as running a tank (despite your job only being 1 hour of binoculars and 7 minutes of radio) - you didn't kill anything but you knew that the CAS/MTB only killed that LAV because you talked them in. It's all about operating as part of a group.
That's a really healthy way of looking at it. It's the complete opposite view of the mids over on Reddit who complain incessantly about the micromanaging that's in Star Citizen. So often I'm almost tempted to tell them to stick to Elite Dangerous if they don't want to actually engage in Star Citizen's gameplay.
I suppose they could take a leaf out of Hardspace: Shipbreaker's book and dive really deep into the salvaging mechanics. It would be fun to tear a ship apart by hand for the expensive inner bits instead of tractor-beaming a flat plate.
I'm kind of surprised they didn't have the pilot's main console overhear instead of cutting directly across the center of the pilot's view. I feel like it would have fit the industrial aesthetic far more as well.
A cool concept used in gundam series is the 360 sphere cockpit where the sensors and the camers can pick up 360 view of the exterior. Now seeing as this verse doesnt have a spherical cockpit except perphaps the alien ships, they can do like a possible IR toggle where you can see through the ground and body when wearing a pilot helmet like modern day fighters.
I don't know what that looks like, never played it. But this is just the first iteration of salvage. If you can think of it for salvaging, they are planning to build it.
@@festersmith8352 It's exactly how salvaging valubles from a wreck should be like. Watch some gameplay videos. It's exactly what the Star Citizen needs to add to the game loop.
what i would love to see at the end is how much total was profit, what expenses there were if any, how much was split amongst people, and net profit. Kinda like a real job!! I love how this game is basically GTA but in space. Without the emphasis on "do illegal things"
This kind of update is an incredible sign of the eventually ever expanding universe. I am so incredibly excited. Imagine opening up your own business that you can hire other players to perform different kinds of work within the universe there being more than a dozen or so actual jobs and you use their effort to build certain items that you sell to players and NPCs. I am so excited for this games future!!
Not the "first mulit-crew experience beyond manning a turret." That was mining on the MOLE but, it is a major step in multi-crewing. But it is a significant step.
Yea EVA for the complex components, Lasers to get the lightweigh sheeting of the ship and munch for the super structure. It seems like a fun mini game.
Can't wait when they introduce parts pulling and material sorting. I feel the upper work decks in the abdomen of the Reclaimer are left undone until CIG figures out how sorting machinery works. Once sorting is figured out, those upper decks will be crammed with all kinds of complex machinery, conduits, pipes and conveyors. The lower decks I the abdomen will be lined with scrapping work stations for dealing with pulled parts be it tearing them completely apart or refurbishing them for reuse.
This is pretty cool. Dudes out there minding their own business scavenging and a ship comes out of no where and starts shooting and then blow up the aggressor and then starts scavenging them, lol. Nice.
For clarity. Oooo, The claw. The future plan for the claw is to grab large sections of debris and flip or rotate those sections as needed, in order for the cutting laser to make the sections small enough to be pulled into the ships munching/processing/grinding area, by the ships tractor beam. The Vulture is much more maneuverable, and therefore does not need to rotate large sections, but rather maneuver around the large wreck/debris for cutting. Since the Vulture has a smaller hold area, it does not need to do this as much. The Reclaimer was stated to be able to salvage, process, and hold a complete Constellation size ship. I suspect it won't impossible for the claw to grab entire small ships. Maybe even medium, depending on there profile. Much of SC is using your imagination with what they give us. This is only the first iteration into salvage. CIG has some very in depth plans for the is game play. If you can imagine doing it in a salvaging career. Gig has talked about doing it. Mining was very basic when first introduced. But over time they made it much more complex today. Be patient, we'll get there.
Damn, with salvage crates, the ability to move cargo to another ship, and soft death, piloting a Reclaimers will be like ringing the pirate dinner bell. If you’re not desperate for cash you may want to use it just to get pirates and have fun fending off a boarding action.
be glad this was in the PTU if it were in the PU he'd prolly had started the video showing us him getting torped at Grim Hex as he's leaving the station loll
I'd like to see a crafting system like what we had in Star Wars Galaxies; you had recipes that called for a class of materials and the quality of what you made depended on what quality and type of materials you selected. Like copper is a better heat conductor, but gold is a better electrical conductor, that sort of thing.
Don't worry, this is just tier 1 of salvage. Taking ships apart and cutting them into pieces is already in the works. Salvaging components and fuel is also planned
i wish they make a 1 too 2 person salvage ship, it be cool if it was put in tanks not boxes so you can store all of it in tanks so you can see the material level go up in the tank.
lmfao. You couldn't be more wrong. There are more game-breaking bugs than ever. Levelcap heavily edits his footage to not show how often the game crashed or he came across game-breaking bugs. You can even notice some of the players completely changing their suits.
You could have also made so much more too. For a Tier 0 salvage, I think it's great! Tier 1 salvage looks to be coming in for a Q2 patch. That means, cutting T2 and vehicle munching. They're already halfway through production on those. I hope they let us tractor beam components off too since most of the work has already been done in the cargo refactor. People gave me a hard time when I said salvage was coming in 3.18, after it had been delayed so much. But all those other times? Nobody was ever actually coding the stuff. It was just scheduled crap and it really needed core tech like PES. Once I saw PES, and coders working on salvage, I knew it was coming. I can't wait to try this with my friends.
Hmm, I think there needs to be a buffer between the direct salvaging and the box deployment, like a slightly larger internal storage, so the people up front can keep working
There should definitely be more production, manufacturing, construction, research, and gathering professions as well as general jobs in those categories in Star Citizen as they all could work together to broaden player interaction and open the possibilities for more ships and ground vehicles. One could imagine a member of a larger organization with a solo mining ship going on an expedition for some very high quality materials for the purpose of a group of members that have gotten into manufacturing to create some new items such as weapons and armor with good protection against biological threats for the organization. Then another member might go exploring on a planet with life in search of some specific plants that a team of researchers, based in a research outpost made either via construction commissions or members of the organization getting into construction, could make some powerful substances with said plants. Then, some of those substances are back to a manufacturer whom can create a powerful chemical weapon like a spraying gun that shoots a custom virus out as puddles that emit spreading clouds.
Also wouldn't hurt to have more "civilian" jobs, those one could carry out in a city or settlement. Such as janitorial work, being a prison guard/warden, farmer, heck maybe even being a cook/chef/waitstaff for a restaurant for some roleplay interaction.
Im not gonna lie stacking boxes in this game can be fun. That is my favorite role in JT. Dogfighting is a great time but something about carrying the boxes and just making nice orderly walls of them is great. My record is I filled the entire hallways of the old Jumptown. Just the whole thing stacked 4 high. Had to start stacking in the room itself.
Salvage is an exciting new game loopi am lookong forward to. I am also excited in Piracy and the competition of player interaction salvagw will bring to the table with the first come first serve factor. As usual great video.
Super dope video, but one small critique about the gaming community, when I heard “the space between the cockpit and the elevator is too long, I want a horizontal elevator” I heard us kind of shoot ourselves in the foot. With games like this we don’t want to fast track a whole lot of gameplay or it wouldn’t be star citizen it’d be some other more Arcady type game. So as a whole moving forward we should talk about buffs to the player or just having ships that can come aboard that makes things a lil easier. In the effort to be faster or lazier in the game we remove the intrigue of the simulator like gameplay that we get.
If the developers from space engineers and this game came together I think that it would turn out a lot better. Some of the things that you guys talk about, that have all those extra features
i love that they dont realise that their is adrop shoot for the ship from processing to cargo room because they are not the same room the cargo room is a floor below them and their is a drop shoot
We knew that. In fact LevelCap and I were in that room briefly with 2 crates of RMC. There's no grid down there, though. We wanted to keep everything snapped to a grid for the first go.
It would be so cool if there was a holographic desk in the middle part, which could turn off when going into mining mode. Edit: Or I mean there already is funktionality implemented to have the desk go up when exiting the seat. Maybe that also would work for mining mode
Really awesome! Cant wait to try it myself. Looks like alot of fun 😍 But right now that equals the profit of one person in a prospector doing a quant run in about 10-20 min. And you need 4 people to man every station. Hope they make it more profitable to be atleast comparable with mining.
My hope, once we can fully salvage stuff, is that they will prioritize a market solution to debris clutter. I would much rather they make salvage appealing with sell price or by ever so slightly reducing material output so that players/NPCs doing the profession are cleaning up 80% of the debris. Not to the point where people salvage one hull and are done for the day with their income or to the point where you have to salvage 3 ships just to fill up a Vulture, but enough that the volume of wrecks appearing from combat and accidents is within the order or magnitude of the volume that people are salvaging. In my mind, to make that happen, salvaging would actually be a good profession for making money, and I think it would balance out the level of satisfying that it is. I'm saying this as someone who doesn't plan on doing much salvage after I finish checking out the new stuff on the live build, so I could be seriously missing on this take, but I just want the universe to feel lived in and not automated.
ngl i'm kinda curious if there would a variant of the reclaimer that more gear towards combat/piracy, like replacing it's salvage lazer(?) with large sized weaponry making it quite the nasty beast of a pirate ship cause i can somewhat vision this as a pirate ship lmao
I think the whole point if the ship is to multi crew and communicate so that's why pilot deosnt necessarily need to see the item, I found it kind of immersive
When the reclaimer gets all it's tools and functionality it will be a sight to behold..and if you want to be efficient have more crew.
Hull scrapers, people slicing off parts to crunch, drone and claw operators to remove components, someone to siphon fuel
I’m sa exited
It offers a really interesting gameplay loop for sure. The fact it can dip into combat, salvaging and possibly deeper crafting the future is fun to think about. I guess that is kind of the idea SC in the end? Create gameplay loops that stack on top of each other to improve the overall experience.
@@Alphascrub_77 I think the term "Gameplay Loops" will lose all meaning once SC has all it's components in place the kind of emergent gameplay will make even the most "loopy" parts of the game seem fresh and unique. The reason I dislike current games is because of "loops" honestly... sick of them.
@@WigganNuG That's actually a really good point, and after playing SC and going back to other games, the limitations of those gameplay loops stand out A LOT more because of how gamey and repetitive they are, as well as how limited they are.
Now the hard part is finding people to crew your ships. I hope they add some equivalent to a Union Hall.
Hey, a tip for you. When your 1 scu is full and a box is ejecting, stop salvaging until the bar empties. Until that happens, you are not salvaging but are still reducing the material on the wreck. It’s only a few seconds, but for the reclaimer, that’s up to 0,50 SCU
Yes, it should have a buffer of sorts that dumps all the mined material into the next box once it changes.
@@Jason-xb2qf At that point, why even have the boxes be transferred manually? Just give the ship some kind of auto loader where they're placed in the hold. Just feels like busywork.
Itll be awesome if they one day make the entire market player run. No fake respawning mats at kiosks, but everything is supplied from mining and salavaging.
Doubt that will happen and honestly that was like the worst part of Eve online anyway. With the way things are planned right now they're going to have NPCs constantly doing stuff just like players so a lot of the economy is going to be run by bots.
Like eve? It may be cool yeah (eve), but they dont want ppl having that much power and control . Lets se what they end up doing
@@Paisa231 The beauty of a game this large is that players COULD be asked to haul and mine and salvage all day long...EVE has this happen and it's easier than that in SC to switch between doing non-combat versus combat roles...all you need is to grab a different ship
@@iceman90734 I guess they want the players to be able to impact the economy, but not enable them to possibly destroy it
@@Paisa231 so to recap, your argument that I was pointing to was about players picking a job such as hauling, where you said "they can't be expected to haul all day long" and you rebut me by telling me why picking a job like hauling all day long would make the most sense? Given those systems in place, it would be harder (but not impossible like it seems like you're pointing to) to switch roles on a whim, so that would have to be more like your plan for the day or maybe you think, "I'm going to do mining, hauling, carebearing of some kind today, and I'll finish up by heading back towards my combat ship and that'll be what I do when next I log in". I'm not quite sure where this cannot be done by players, and even though each system is big it COULD be run by players. As a quick aside, EVE has physical inventory systems....the act of moving from one system to another is quick(if you're in a ship smaller than capital size), but the act of moving your inventory is a long and treacherous journey unless you ARE the jump freighter pilot
Can't wait until we see more professions like the investigator, engineer, scientist, botanist, reporter....plus the ships and game loops that come with them.
They talked about the janitor profession. Ships interior gets more dirty over time.
We also need a carrier, maybe smaller than a Bengal, because i really want to run a taxi, and the only ship that i think would be useful is the C2
@@F-14D_Tomcat I think that's what the Javelin and Polaris are for.
@@billywashere6965 ill look into it
Edit: still a bit big. I was thinking a bit more like the space equivalent of the Lockheed flatbed
@@F-14D_Tomcat Oh then I think the Liberator is more up your alley.
I'm just impressed that a game this big is so much detailed than most games
That's what 600 million dollars buys you.
Or at least maybe 10 million, since the rest of the money just went to the CEO's pocket to buy his 3rd real-life yacht.
@@evolicious Their expenses are public record (for their UK arm at least) and can be looked up on Companies House with minimal hassle. You'd be surprised how much of that has been spent on the game so far.
@@evolicious Fake News...
this is one of the reasons why the development is taking so long. The game is massive and they are also building SQ42 right along with it.
@@evolicious Hes wasted all the money on personal expenses
Super stoked to see these ships become more common, this kind of gameplay loop is exactly what I love in this game
The Reclaimer is an insane ship, incredible interior and amazing industrial look. Now that we’re actually seeing its gameplay loop coming online, it’s a fantastic ship in every way for an industrial crew looking to do salvage like this.
I literally just saw a video of someone solo operating this ship and wanted to see it fully crewed. This video couldn't be more perfect for me
What video
Olli43’s video? watched that also which led me to see what it was like with more crew.
Check out "Space Tomato Too"
Literally
I think this video landed in my recommendations because I watched the exact same video just a couple days ago 😂
I've been playing this game on and off for a few years, and orison never ceases to amaze me. That sunset landing almost seems fake but it's what you actually see in the game
I ♥ hearing you all banter. It's very exciting and I agree. I've been waiting for Salvage for soooo long. Hull scraping, Component/item salvage, munching. It's going to be sweet!
Take scrap to refinery, turn into base metals, sell on market.
Easy new gameplay loot.
and people will say there's nothing to do still ahaha
I like the idea of having the option to view remote turret video feeds from the pilot's MFDs. It would make a good in-universe solution to the MFDs obstructing the pilots view. It would be great on multi-crew mining ships like the Mole too :D
I am definitely enjoying seeing more gameplay options fleshed out. We have come a long way since driving my Greycat around my hangar.
Imagine if it gets to the point where the salvage can be compared to hard space shipbreaker
That's a dream!
Would love that, but even HsSb had issues with its computing in beta.
I hope you're able to haul scrape then use the grinder and tractor beam to take the rest of the haul and recycle it into scrap which you can also store as boxes and sell when that grinder system is functional in the future that will get rid of a lot of stuff that is hanging around after being destroyed probably what they're going for in the future
That's the plan I believe. Hull scraping they've stated is (literally) the surface first layer to salvaging in full.
Won't be quite Hardspace Shipbreakers with the risks but the next step will be stripping the intact or otherwise internal physicalized components that Engineer gameplay is supposed to be messing with. You can interact with those panels currently.
And some kind of auto-loader mechanism to remove cargo monkey. Its a advanced starship after all!
@@alexturnbackthearmy1907 wouldn't mind if there was conveyor belts that automatically load bigger cargo ships itself and smaller ships you do by hand with the tractor beam or if they can get the grid working better the tractor beam then it would be a lot easier and put a forklift styles vehicle for lifting the big shipping containers into place would make it more interesting instead of having the little containers one by one with the tractor tool or a overhead crane for lifting big containers into certain gridpoint might seem a challenge but it's an idea
I would like to see a land crawler version of this ship.
The Reclaimer almost looks like it could crawl now. Imagine that ride inside the ship. buckle up. I wouldn't be surprised if CIG made it crawl.
Man I haven't seen the Reclaimer in ages. Really cool to finally see it in action. Can't wait for the claw to become operational!
1:34
*_MASSIVE_* Dead Space vibe looking in that entrance way, good god
Fantastic to see videos like this from LevelCap. I’m curious to see true multi crew in play like this, but can’t help but think the moving of boxes around manually is absurd for an industrial ship. It leaves this feeling forced by CIG rather than proper design in truth.
Wow, loving this and seeing the Reclaimer finally being used to its potential even a little bit. Also great to see you teaming up with SaltEMike!
Dude, watch the video...some players actually ENJOY moving boxes. If you don't, then that's cool...but someone does. CIG makes gameplay for everyone's tastes.
I KINDA agree, but look a few comments down, and you'll see some people echo what I love about multi player game play; even the seemingly mundane part of the crew jobs can feel good, and you and couple other guys operating quickly to stack the boxes can be fun and eventually made into a mini mechanic that has importance. An upgrade to the ship could be a robot/ tram rail system in the cargo that auto moves the boxes to their proper grids. Perhaps this upgrade is something you need to buy at another vendor or for and upcharge; like chair warmers for a new car :)
@@WigganNuG I believe the drone operation will take care of that eventually, if you so choose.
this is honestly such a beatiful game…
Cool that the gun turrets are right behind the scraper beams. One of the few well thought out things this devs have come up with
I'm not sure it's a 'Massive advance' in multicrew experience; turret gameplay/combat got a lot better last year, there was 3-up mining & refueling (though not much reason to do either).
However, it is another string to the bow & very cool. SC is slowly marching up-hill and if you've got a small crew you're gonna have fun now.
One thing I will give the Reclaimer is that just the simple task of stacking boxes is dope, just because you know you are part of an industrial endeavor and there's stuff happening around you, even if you don't see it.
It's the same reason that doing recce in ARMA was as fun for some people as running a tank (despite your job only being 1 hour of binoculars and 7 minutes of radio) - you didn't kill anything but you knew that the CAS/MTB only killed that LAV because you talked them in. It's all about operating as part of a group.
That's a really healthy way of looking at it. It's the complete opposite view of the mids over on Reddit who complain incessantly about the micromanaging that's in Star Citizen. So often I'm almost tempted to tell them to stick to Elite Dangerous if they don't want to actually engage in Star Citizen's gameplay.
Ever tried Foxhole?
@@ccloudleaf Yeah I love it.
I bet I could grill cheese on my laptop with something like this, INSANE! Love it!
i accually love this so much
thx for making my day better
I suppose they could take a leaf out of Hardspace: Shipbreaker's book and dive really deep into the salvaging mechanics. It would be fun to tear a ship apart by hand for the expensive inner bits instead of tractor-beaming a flat plate.
I'm kind of surprised they didn't have the pilot's main console overhear instead of cutting directly across the center of the pilot's view. I feel like it would have fit the industrial aesthetic far more as well.
A cool concept used in gundam series is the 360 sphere cockpit where the sensors and the camers can pick up 360 view of the exterior. Now seeing as this verse doesnt have a spherical cockpit except perphaps the alien ships, they can do like a possible IR toggle where you can see through the ground and body when wearing a pilot helmet like modern day fighters.
lol the one place you don't want to take the reclaimer to andd you take it to orison lol
This reminds me of the ship from the Callisto project when i checked out the interior of a friends
Still my favorite ship in SC, about tied with the Caterpillar. Huge Firefly vibes.
At 9:50, you all are talking about Hardspace: Shipbreaker. Fun game on Steam. There is precedence!
those shenanigans are awesome man, this game is soo good
Would be pretty dope if they integrated hard space shipbreaker into a loop for salvage
I don't know what that looks like, never played it. But this is just the first iteration of salvage. If you can think of it for salvaging, they are planning to build it.
@@festersmith8352 It's exactly how salvaging valubles from a wreck should be like. Watch some gameplay videos. It's exactly what the Star Citizen needs to add to the game loop.
what i would love to see at the end is how much total was profit, what expenses there were if any, how much was split amongst people, and net profit. Kinda like a real job!! I love how this game is basically GTA but in space. Without the emphasis on "do illegal things"
Yo!!! Love to see you paying with Mike! Fantastic vid!
This kind of update is an incredible sign of the eventually ever expanding universe. I am so incredibly excited. Imagine opening up your own business that you can hire other players to perform different kinds of work within the universe there being more than a dozen or so actual jobs and you use their effort to build certain items that you sell to players and NPCs. I am so excited for this games future!!
Not the "first mulit-crew experience beyond manning a turret." That was mining on the MOLE but, it is a major step in multi-crewing. But it is a significant step.
"The only other multicrew ship that isnt for combat" Argo Mole: am I joke to you?
Yea EVA for the complex components, Lasers to get the lightweigh sheeting of the ship and munch for the super structure. It seems like a fun mini game.
LOVE the ship name haha. My Carrack is The Millenium Manatee.
First non combat multi crew ship? I feel bad for the Argo Mole 😂
Right a bunch of famous youtube channels making viral star citizen videos with major misinformation ahahaha
I own a mole myself and love mining with it with friends and randos lol
He did say beyond manning turrets. Meaning someone has to work the boxes and do the stacking. So he was right, right?
Can't wait when they introduce parts pulling and material sorting. I feel the upper work decks in the abdomen of the Reclaimer are left undone until CIG figures out how sorting machinery works. Once sorting is figured out, those upper decks will be crammed with all kinds of complex machinery, conduits, pipes and conveyors. The lower decks I the abdomen will be lined with scrapping work stations for dealing with pulled parts be it tearing them completely apart or refurbishing them for reuse.
imagine seeing a reclaimer later in release thinking you're going to steal its cargo, but it's actually chasing you to salvage you.
i require a scary horn noise on the reclaimer to scare people
"It's like a coffin!" WRONG!! IT'S A BUCKET!! 🤣
"I want to stack boxes."
LOWER DECKS! LOWER DECKS! LOWER DECKS! LOWER DECKS!
This is pretty cool. Dudes out there minding their own business scavenging and a ship comes out of no where and starts shooting and then blow up the aggressor and then starts scavenging them, lol. Nice.
For clarity. Oooo, The claw.
The future plan for the claw is to grab large sections of debris and flip or rotate those sections as needed, in order for the cutting laser to make the sections small enough to be pulled into the ships munching/processing/grinding area, by the ships tractor beam.
The Vulture is much more maneuverable, and therefore does not need to rotate large sections, but rather maneuver around the large wreck/debris for cutting. Since the Vulture has a smaller hold area, it does not need to do this as much.
The Reclaimer was stated to be able to salvage, process, and hold a complete Constellation size ship. I suspect it won't impossible for the claw to grab entire small ships. Maybe even medium, depending on there profile.
Much of SC is using your imagination with what they give us.
This is only the first iteration into salvage. CIG has some very in depth plans for the is game play. If you can imagine doing it in a salvaging career. Gig has talked about doing it.
Mining was very basic when first introduced. But over time they made it much more complex today.
Be patient, we'll get there.
nostromo vibes from the reclaimer. i honestly love the design.
They need the cockpit in the middle too lol. Make the ship symmetrical and so you can see down where the salvage is going.
I really wish this game the best of luck to be completed! It'll be awesome when it is :)
These reclaimers will become pirates' favourite targets.
Man I’ve tried to play this with my buddies but we never had the time, and this is my dream job in the game too with the dream ship
Good news I’m back in and I got my brother and one other friend back so now it’s just me trying to relearn how to fly and get the money!!
The NOM NOM NOM 😆 I mean it works lol. The Masticator is already taken as a Reclaimer Name, Gave it to one of my Alt accounts lol.
Great Video, Got a small salvage Crew together myself and cant wait for the to hit the PU
Damn, with salvage crates, the ability to move cargo to another ship, and soft death, piloting a Reclaimers will be like ringing the pirate dinner bell. If you’re not desperate for cash you may want to use it just to get pirates and have fun fending off a boarding action.
be glad this was in the PTU if it were in the PU he'd prolly had started the video showing us him getting torped at Grim Hex as he's leaving the station loll
This game is going to be awesome when it's finished in 2550.
I'd like to see a crafting system like what we had in Star Wars Galaxies; you had recipes that called for a class of materials and the quality of what you made depended on what quality and type of materials you selected. Like copper is a better heat conductor, but gold is a better electrical conductor, that sort of thing.
Would be great if the developers could pinch some ideas from the Shipbreaker game and add them to the salvaging game play.
I want this so bad. Find valuables and engineer your way through it.
i am pretty sure i read/heard the devs talking about Hardspace: Shipbreaker being an inspiration for salvage, and honestly it can alrealdy be seen.
Don't worry, this is just tier 1 of salvage. Taking ships apart and cutting them into pieces is already in the works. Salvaging components and fuel is also planned
10:59
Man, I can't believe Jotaro has fallen on such bad times that he has to be shooting at salvagers.
What they should do is move the pilots ‘desk’ to the top of the screen/cockpit. Would solve all the issue
Would be amazing if they could bring some of this type of sandboxing over into Squadron 42.
Very enjoyable time guys, thanks!🙂
i wish they make a 1 too 2 person salvage ship, it be cool if it was put in tanks not boxes so you can store all of it in tanks so you can see the material level go up in the tank.
Can't wait for ship munching omg. I imagine a reclaimer could fill up super quick once that's a thing.
I have been waiting for the usual launch bugs to be ironed out to jump in but it looks like now might be a good time
lmfao. You couldn't be more wrong. There are more game-breaking bugs than ever. Levelcap heavily edits his footage to not show how often the game crashed or he came across game-breaking bugs. You can even notice some of the players completely changing their suits.
The cargo hold of that ship _does_ make it kind of feel like you're going to be attacked by a necromorph at any moment.
They love the slow ramp morty
Would love to see the metal have different attributes, doesn't have to be as varied as in SWG but just to spve things up for salvage and crafting
You could have also made so much more too. For a Tier 0 salvage, I think it's great! Tier 1 salvage looks to be coming in for a Q2 patch. That means, cutting T2 and vehicle munching. They're already halfway through production on those. I hope they let us tractor beam components off too since most of the work has already been done in the cargo refactor. People gave me a hard time when I said salvage was coming in 3.18, after it had been delayed so much. But all those other times? Nobody was ever actually coding the stuff. It was just scheduled crap and it really needed core tech like PES. Once I saw PES, and coders working on salvage, I knew it was coming. I can't wait to try this with my friends.
That ship reminds me of the serenity off firefly
Hmm, I think there needs to be a buffer between the direct salvaging and the box deployment, like a slightly larger internal storage, so the people up front can keep working
There should definitely be more production, manufacturing, construction, research, and gathering professions as well as general jobs in those categories in Star Citizen as they all could work together to broaden player interaction and open the possibilities for more ships and ground vehicles. One could imagine a member of a larger organization with a solo mining ship going on an expedition for some very high quality materials for the purpose of a group of members that have gotten into manufacturing to create some new items such as weapons and armor with good protection against biological threats for the organization. Then another member might go exploring on a planet with life in search of some specific plants that a team of researchers, based in a research outpost made either via construction commissions or members of the organization getting into construction, could make some powerful substances with said plants. Then, some of those substances are back to a manufacturer whom can create a powerful chemical weapon like a spraying gun that shoots a custom virus out as puddles that emit spreading clouds.
Also wouldn't hurt to have more "civilian" jobs, those one could carry out in a city or settlement. Such as janitorial work, being a prison guard/warden, farmer, heck maybe even being a cook/chef/waitstaff for a restaurant for some roleplay interaction.
That is the plan. Even as far as player built and maintained space stations.
The lights are dim so you don't see the Xenomorph's sneaking up on you. :)
Im not gonna lie stacking boxes in this game can be fun. That is my favorite role in JT. Dogfighting is a great time but something about carrying the boxes and just making nice orderly walls of them is great. My record is I filled the entire hallways of the old Jumptown. Just the whole thing stacked 4 high. Had to start stacking in the room itself.
It would be kool, if I EVER get the chance to play this, I've had my eye on this for awhile now and it still looks beautiful
It's the garbage truck of spaceships and it looks kind of like one too
Would love to try just this, when the game is done... in 50 years
Salvage is an exciting new game loopi am lookong forward to. I am also excited in Piracy and the competition of player interaction salvagw will bring to the table with the first come first serve factor. As usual great video.
This week LevelCap and crew go hunting Xenos in the Nostromo. ;)
If they just add a monitor for the pilot to see like reverse camera but in the front it can fix that issue
If you haven't already, check out Hardspace: Shipbreaker for content like what you described while salvaging
Super dope video, but one small critique about the gaming community, when I heard “the space between the cockpit and the elevator is too long, I want a horizontal elevator” I heard us kind of shoot ourselves in the foot. With games like this we don’t want to fast track a whole lot of gameplay or it wouldn’t be star citizen it’d be some other more Arcady type game. So as a whole moving forward we should talk about buffs to the player or just having ships that can come aboard that makes things a lil easier. In the effort to be faster or lazier in the game we remove the intrigue of the simulator like gameplay that we get.
Hull Camera's are coming, which will give us more options for the MFD's
If the developers from space engineers and this game came together I think that it would turn out a lot better. Some of the things that you guys talk about, that have all those extra features
i love that they dont realise that their is adrop shoot for the ship from processing to cargo room because they are not the same room the cargo room is a floor below them and their is a drop shoot
We knew that. In fact LevelCap and I were in that room briefly with 2 crates of RMC. There's no grid down there, though. We wanted to keep everything snapped to a grid for the first go.
It would be so cool if there was a holographic desk in the middle part, which could turn off when going into mining mode.
Edit: Or I mean there already is funktionality implemented to have the desk go up when exiting the seat. Maybe that also would work for mining mode
Why was this so entertaining? I could watch them salvage and talk over it for an hour lol
it's immersive
I'm assuming there's two different ones because there's two different places to stack the cargo.
If i don't remember wrong, one cargo area was for processed cargo, and the other was for raw materials (hull parts?)
@@ashkelon03 could be.
Really awesome! Cant wait to try it myself. Looks like alot of fun 😍 But right now that equals the profit of one person in a prospector doing a quant run in about 10-20 min. And you need 4 people to man every station. Hope they make it more profitable to be atleast comparable with mining.
UEE Nomnomnomnom? lol, nice one!
The UEE nom nom nom best name for a reclaimer ^^
Damn that’s actually a good chunk of money
I truly hope this game fully launches one day and is perfect. It would be amazing if it happens
That will literally never happen, slap yourself
My hope, once we can fully salvage stuff, is that they will prioritize a market solution to debris clutter. I would much rather they make salvage appealing with sell price or by ever so slightly reducing material output so that players/NPCs doing the profession are cleaning up 80% of the debris. Not to the point where people salvage one hull and are done for the day with their income or to the point where you have to salvage 3 ships just to fill up a Vulture, but enough that the volume of wrecks appearing from combat and accidents is within the order or magnitude of the volume that people are salvaging. In my mind, to make that happen, salvaging would actually be a good profession for making money, and I think it would balance out the level of satisfying that it is. I'm saying this as someone who doesn't plan on doing much salvage after I finish checking out the new stuff on the live build, so I could be seriously missing on this take, but I just want the universe to feel lived in and not automated.
Hardspace Shipbreaker as a mod. its what your lookin fore in the end. Stay Mellow Ppl´s
ngl i'm kinda curious if there would a variant of the reclaimer that more gear towards combat/piracy, like replacing it's salvage lazer(?) with large sized weaponry making it quite the nasty beast of a pirate ship cause i can somewhat vision this as a pirate ship lmao
shipbreaker would fit so well in this game.
it would be sick if they could do headspace shipbreaker style salvaging
I think the whole point if the ship is to multi crew and communicate so that's why pilot deosnt necessarily need to see the item, I found it kind of immersive