Some more detailed bar talk from the above... [AI summarised no doubt. My bolds.]
Those older 'flyables' sure are sounding crocked
And what is that legal requirement Jared is mumbling about? Must sell items before giving them away? Hmm.
At least on SQ42 it seems that Maelstrom is 'feature complete'. Just very slow to roll out across the creaking fleet. (Flight model 7.2 here we come
)
Those older 'flyables' sure are sounding crocked
Will ships like the Kraken or the Caterpillar have cargo lift functionality?
John begins by talking about recent changes to the Caterpillar's side lifts, which were made to ease the loading and unloading of cargo, describing that they "improved some things, made other things worse," and that they would not have designed side doors like that if they designed the ship "today". They sadly then say they are hamstrung by the design and aren't sure if they'll redo the design to better fit gameplay later, but in its current design they still want to implement a three-state door system. As every moving part on Star Citizen's ships is limited by a hardcoded binary limit on its states due to all being some form of door, they are unsure when this will come. As for the Kraken, they aren't completely sure of its current state of cargo loading, however they then mention that it's being updated concept-wise as they want to start production on the ship towards the end of the year.
Can Reclaimers rear cargo platform be adjusted to enable a wider range of possible cargo sizes that can be loaded?
"Another ship that if we made today wouldn't exist in its current form," is how John starts out before saying that the design of its interior prevents "easy" changes, necessitating a wider reworking if metrics were to change even in the slightest. After going on a quick ramble about how this ship was designed before they had a good idea of how to do larger interiors, they clarify that if there is a quick and easy fix it'll be done. Jared then has a classic explainer on process, change, and the usual buzzwords that cap off a "We didn't have any plan, but we probably have one now" speech, which moves into the idea of reworks vs remakes - aka Mk2s. John begins to talk about the internal decision making on a Mk2 vs a dedicated revamp of a ship, which he says hinges primarily on functionality, giving the example of the Hornet Mk2 which is a spinoff of a fully functional, albeit visually dated ship - as opposed to a theoretical Mk2 Reclaimer, which would "obviously" come with the work to the Mk1 to make it fully functional.
Will modules for ships like the Galaxy be available with in-game currency upon release?
John begins by stating the decision is made based on both funding and game economic reasons. He gets into how the Retaliator was sold over time with and without modules before mentioning that it'll be handled similarly to other pledge store items, where there is an exclusivity window for cash purchases of a few months before being distributed throughout in-game drops and shops. Jared then says that beyond the pledge reasons, there are apparently "laws" that force the items to go to the pledgers first before a wider distribution but leaves this bit vague. John then goes on to say that he just straight up isn't sure if the Retaliator modules are sold in-game, and if there's a technical reason why they may not be, he wouldn't know. However, he states that it's almost certainly passed any sort of pledge exclusivity, so it should be available barring any issues.
Will Maelstrom affecting ships through breakage and hull damage come into Star Citizen?
Yes but is being worked on by John as well as "a lot of teams" primarily for Squadron 42. According to them, CIG is around 70% of the way through converting the required Squadron 42 ships into the system. Their conversion initially starts with converting over the damage model built for Star Citizen into the new system using a "few buttons" - creating something that while visually looks the same, utilizes the new behaviors built into the system. After this conversion, technical art teams then add additional levels of destruction to ships on a case-by-case basis, with not every ship necessitating a change in its destruction visuals, due to either rarity of appearance or it's just not necessary. John, after clarifying that the system works correctly on a physics level cites the Squadron 42 demo from the recent Citizencon as an example of how Maelstrom affects the breakage of ships.
And what is that legal requirement Jared is mumbling about? Must sell items before giving them away? Hmm.
At least on SQ42 it seems that Maelstrom is 'feature complete'. Just very slow to roll out across the creaking fleet. (Flight model 7.2 here we come
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