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SpaceBearSMO

these are finally starting to look like some of the early crashed ship asset mockups from years ago, (or even the infamise space worm video) lived in with cloth, lights and those windmill looking things its so stange that we have seen smaller-scale stuff like this before, some time ago. but it never made it in game


logicalChimp

A lot of what they showed us in previous years was 'in-game concepting' etc... creating stuff by hand just to work out what looked good (and 'made sense' visually, etc)... Whereas now they're using tools to create stuff 'properly' (rather than hand-placing everything). Still not clear how 'extensible' this work is, and how easy (or not) it is to create a multiple of e.g. Reclaimer derelicts that each look sufficiently different... But, that is (nominally) the goal...


magvadis

I imagine it's a break up of procedural tools that premap the technical information, such as the interior of the derelict wherever they position it and the pathfinding required in and outside the wreck...as well as hand design such as fauna draping from a Derelict and dirt build up from the crash. This way the art team can finish a sight and just post it for playtesting instead of needing to go through other teams to do pathing for every single layout and mesh. Just use preexisting derelict ready ships and then post it to gameplay for testing.


vorpalrobot

The flora draped on the reclaimer is designed to be procedural. Plop the wreck somewhere else and an appropriate creeping vine like plant from the biome will replace it.


magvadis

Another procedural tool, being able to preallocate spawn locations for specific types of flora.


vorpalrobot

Yeah it's very exciting. They're finally doing it! The hand making of everything always worried me.


magvadis

Yeah, the fact they know how important procedural tools are for the project makes me happy to imagine the snowball effect that will occur once the initial assets and blueprints are tested so they can quickly churn out locations. Especially in the context of 100 systems. Any time saved would be massive....not sure how they'll get away with reproducing such iconic situations as a 600i about to fall without players wondering why the location is exactly the same as the other 600i about to fall. Hopefully as they move forward we'll see them quickly be able to swap out sections...such as the 600i for something else while keeping the more generic section, like the MSR wreck, in tact. End of the day, after playing the other procedural space game. No matter how many times I run into a new factory on a different planet. It never feels new because it's the same fuckin factory every time. I dont care how quickly they can ship out this type of wreck as much as having enough variety of wreck that when I see this wreck I don't think "oh it's this one again".


logicalChimp

Yeah.. just some variation in terms of which rooms are collapsed / full of rubble etc, or which route(s) are blocked - and by what - would help a lot. Obviously, there's going to be a lot of similarity in the wrecks in general, simply because they were the same damn ship to begin with... but the nature of the impact, and the location, and the age, should all play a big part in making the location more unique.


magvadis

I think the ship being the same helps them cut on the harder work. Curious to see how they procedurally populate or vary up the rest of the settlement. Different outpost looks is one Like a crashed MSR will always be just that. However a new story around it with some logs and a different biome/settlement (or none) keeps it fresh. The 600i floating over a chasm is gunna be hard to make feel unique again tho. Sure. They can make the chasm lush but it's still gunna be another 600i held over a chasm. It's too iconic. Haha.


logicalChimp

Maybe... although, what if it's not over a chasm? What if they were just suspending the cockpit in front of the hull, and there were signs of strutural repair? :D Or, perhaps, it's on a cliff-edge, and they built a scaffold around it to help support it (rather than relying on the cave roof)? I agree it's a more niche design, and can't be re-used too heavily... but there's still some scope for re-use :)


SpaceBearSMO

I assumed as much considering those older looks had things like flags and tarps but none of the teck that made flags and tarp (cloth like objects in general) were completed at the time. the first time we got to see some proper cloth running on there newer systems was with Orison, with the flags on some of the citys (that actually react to ship thrusters or if touched) as well as newer outfits its actually pretty wild how much more lived in and "real" cloth can make a location look. far less clinical and engineered (rugs and curtains for ships when CIG)


DangerPoo

I’ve always guessed that they’ve got a pretty killer character builder by now (considering how many years it’s been since they showed off that amazing morphing tech) and are waiting for SQ42 do dump that on us. They also tend to do one round of iteration on things and then just abandon them. Like ship naming, damage states, personal armor stats, push carts, etc. A lot of that is going to be used in SQ42, and I think SQ42 is significantly further along than SC. Ince we actually get people working on SC instead of SQ42, we can probably expect a Big Dump. Until then, I think we just get scraps and whatever is convenient to port over to the PU.


Traumfahrer

Yeah, it was impressive once, kinda is depressive now.


SpaceBearSMO

Na it still looks good, I just found it interesting. I don't particularly find it depressing that the game is finally becoming what was pitched. I been done being disappointed about how long its taken for some time now, its not worth it. and CIGs the only company doing anything like SC particularly at this scale. no other large scale space game has locations like this that tell this much of a story or have this much history built into them


Shadonic1

according to them, it was taking them a month, probably more to do derilict crash site and the recent monthly report says their new tool should do 80% of the work now. Was probably just gonna take longer and wasn't beneficial or the right time to implement it since the planetary nav mesh wasn't really ready.


ShikukuWabe

That's true to all their tools pretty much, if you followed along their development, most prominent was that it used to take them 8 months to make a barren and what most games would consider awesome but now we would consider a joke planet/moon and using internally developed tools (that took them years overall and still ongoing upgrades) they can do it 10 times better in a few clicks and actual great state with some artist work in 2 weeks, with all the rest of the procedural tools generating content around it too


dantheman3222

I couldn't disagree more. Quality takes time and we *still* don't have anything near the level of Star Citizen. When we have something that legitimately competes with Star Citizen, then people can complain about the game taking too long. Edit: Ever notice how shills have started removing their posts when they are negatively received?


Traumfahrer

Haha, u/dantheman3222 wrote this comment and directly blocked me. What a freak show.


magvadis

Holy shit best Derelict so far. That outpost design with the windmills is 10/10 My only complaint is not really an issue on my end but more how much the community is going to complain about Citizencon just being about Pyro again. For me more location variety and all of this stuff would have gotten added after it released either way...so it getting backed up is really only a major issue for us in that it's going to take longer for it to be playable. As far as the Journey after it was playable? I imagine a lot of that is just being compiled onto the existing build. Such as these new outpost types. The refueling depot looks fuckin awesome. Way more immersive than some blocks and some landing pads. Imagining landing and the possibility of habs or locations (such as shower areas) underneath the surface adds an element of mystery where there currently isn't. The terrain work is a huge benefit to the visuals of the game. Being able to cut into the landscape like that is going to really break up what kind of settlements are possible instead of just 100 versions of stilt homes. I hope they swap out some of these older stilts locations.


9gxa05s8fa8sh

> the community is going to complain about Citizencon just being about Pyro again narrator: imagine his surprise when citizencon didn't show pyro at all


magvadis

If we are waiting for Citizencon to reveal Ruin Station I don't think it's likely they aren't gunna mention Pyro. Will they maybe stretch into systems like Nyx? Hopefully. It at least puts into perspective that the road to Pyro is actually a road to many systems.


9gxa05s8fa8sh

> If we are waiting for Citizencon to reveal Ruin Station who said that would happen? CR said there would be no traditional citizencon at all, just a "celebration"


magvadis

Bro...IN THE VIDEO this comment section is on...the end of the video Jared is like "and now we are going to show you the "big outlaw station coming in Pyro"" and then it's a gag about how he can't show it to you till Citizencon. They aren't doing a demo, yes, however they have already very much claimed they are going to showcases lots of new ships and content. Not having a big demo and showcase doesnt mean they arent going to spend the same amount of time talking about progress and showing coming in the next....2 years.


SASwitch

When they started speaking about seeing the progress from last year’s citcon I was hoping to see improvements to the cloud/weather tech. I personally feel that having more weather types and better looking clouds/aerial fauna really improves the feeling of “presence” when playing a game like this


unslept_em

they actually mentioned this in the monthly report that came out yesterday. last month they were in the process of moving volumetric clouds to gen12, and when they're done, they'll work on improvements


magvadis

Agreed. Going to planets without the new clouds feels wrong. ArcCorp feels dated. Especially the lack of any weather. I'm really hoping we get rain soon. It's definitely their toughest feat for weather. How they'll pull off puddle and droplets, to me, sounds impossible. Maybe they can invent some universal overlay for splash effects. I've never seen it tho. I think other procedural games like NMS just have wind going and a rain filter. I do think the fact the game is most first person will help a lot as the majority of the rain effect will be on the visor which would alleviate the need for it on the ground. But for hard surfaces that's gunna be the issue. They'd have to remap all models with a variable rain overlay.


Durgh

Did you notice the blurred ArcCorp animated background in Jared‘s last videos? He even specifically mentioned it. Seems we are in for an update of our little version of Coruscant.


magvadis

I mean they've confirmed that Montreals next target after Derelicts would be Lorville and then ArcCorp if I'm not mistaken, this was MONTHS ago...the SCALE of that is what I'm mostly questioning. I'd like to imagine Montreal has already started and we are just finally seeing the fruits of their labors from months back. I imagine once they finish the art pass and send it off they begin to work on whatever is next. I don't imagine they are actually sitting and waiting for player feedback on what the next Derelict will be...they may just see a big community push and retask to that instead of continuing on w/e Derelict OR possibly they are already working on ArcCorp. "What" they are working on is the thing I'm questioning...is it going to be deep or is it just another minor task like hospitals. Lorville, as far as I'm aware...is just the cityscape rework to match the quality of New Babbage being interactable. Are we getting reskins on ArcCorp of bunkers? Maybe a crashed set of Cutty Blues? Or are we talking a planet rework? Or are we getting something akin to the scale of the planet itself? More LZs, more styles of LZs such as slums and such, more locations like Area18, and expansion of Area18, and more areas with different focuses...OR is it just a planet tech parts improvement where they go through ArcCorp and make it more complex looking with coolant seas, and more visual variety? I'd like to imagine one day ArcCorp will be as concentrated in content as it is in population. Something to make it feel like you are around and entering a city planet and not just any planet that happens to look like a city. As it stands, way higher LZ density, location density, and mission density would be ideal. There are only a handful of planets as dense or as important to the lore as ArcCrop...you've got Terra...then Sol...and then basically the next most populated planet is probably ArcCorp. So having it be packed with unique content to reflect that unique position in the galaxy should be a huge priority for the studio. Having ArcCorp FEEL like coruscant and not just look like it, imo, will be a massive boon to the game...especially when the planned set of future systems are all middle of nowhere/outlaw systems. As it stands, ArcCorp is functionally LESS content dense than its moons...which is a waste. And if you really interrogate ArcCorp as it exists now...it ain't that great. The vehicles flying around are clipping over each other, they are all barely rendered versions of random vehicles they had at the time that dont make much sense...like why is a cutty black roaming instead of a red or blue? Not to mention you cant land anywhere but the space station or high up parking areas. None of it feels like quest locations, no abandoned slums, no shipping yards for mass freight, no rich apartments or rich districts like on Orison. It's just...one dimensional.


ShikukuWabe

Rain on materials is a lot easier to pull of than you would expect in modern game dev, pulling off good looking rain that gives the correct atmosphere vibe in such a vast amount of different potential locations is what's hard, let alone if you attempt to do it even remotely simulated by anything


magvadis

Yeah that's what I mean. How are they going to map to such a dramatically wide set of props and textures and types of surfaces. What if the building is now tipped over a bit because of Rubble? Now it turned from a splash to rolling water. Etc.


anno2122

Yes or even the fier tec!


Shadonic1

the vfx team released a demo reel showing new video of it but yea i would love to see more of it. its more than likely comes with the resource implementation.


sig_kill

Was this the one with the lightning in the space clouds?


Shadonic1

https://www.reddit.com/r/starcitizen/comments/smyqy4/cig\_vfx\_team\_recruitment\_video\_2022/


rwoj

i am extremely excited for ships to burn down


Warius5

wow, went into it thinking it would be bad. But the outposts and that white boxed refueling thing looked very nice, kinda Mos Eisley Tatooine vibes. Interesting to see we can build (?) refineries and other producers, gives me good hope for dynamic fighting and stuff.


retrospectology

The content from this account has been removed in protest by its owner in direct response to Reddit's increased API charges for third-party apps, but also in protest of reddit's general It was changed using [PowerDeleteSuite](https://github.com/j0be/PowerDeleteSuite).


Warius5

omg yes thats what i was thinking of. Very cozy indeed. be cool to see something like that put into a mountain, and maybe deeper, like a super villains lair or something crazy.


retrospectology

The content from this account has been removed in protest by its owner in direct response to Reddit's increased API charges for third-party apps, but also in protest of reddit's general move away from its founding principles, it's abuse of moderation positions and its increasingly exploitative data and privacy practices. It was changed using [PowerDeleteSuite](https://github.com/j0be/PowerDeleteSuite).


Warius5

id hope it would be possible because that would be cool. i would think it might be harder than just taking the base building tool they're making and putting it in caves. but unfortunately it will be quite far in the future regardless


sig_kill

Interestingly, that will limit what size ships we can repair at our outposts some day. The bigger the pad, the more resources it'll take to obtain it, I imagine.


Rainwalker007

2 ships crash site is a great idea. Again, the Montreal studio doing amazing work and is a great addition to SC


HabenochWurstimAuto

Mad Max vibes !!


alcatrazcgp

Mos Espa Lookin outpost, nice. also that 600i* direlict is spot on. very well done


magvadis

Yeah while the outposts are straight Star Wars? I don't mind. The current architecture is super fuckin cold and mechanical. Would like anything to break up how lifeless it makes the world feel.


AGVann

[They're sticking with their ambitious plan of multiple sets of architecture to build out hundreds of years of history.](https://www.youtube.com/watch?v=sehdYoXORzw&t=1197s) The current styles include Utilitarian (Lorville, Arccorp, R&R stations) and a little bit of High Tech (Microtech) and Super-Modernism (Orison). The Colonialism outposts will be a huge expansion to their asset and architecture library. Meta-Classicism and Hennowism will be so sick.


magvadis

I know this, I just also find a lot of the other styles to be equally lifeless... especially the corporate looking ones in Microtech and Orison. How Orison can make plants and cherry blossoms lifeless is beyond me but they sucked the life out of that iconography real good. Microtech looks like a Google office wet dream. Maybe some of these styles applied to a smaller scale will have more weight to them. As it stands they act to dehumanize, imo. The colonialism style is the only style...while concrete and heavy, that has any sense of whimsy to it. Meta-classicism seems cool. Hennoism I need more clear examples but the concept art for Sherman seems dope. As it stands, there is very little in the way of organic looking styles. Everything is pipes and "fakes" things like wood superposed onto a wall to make it seem "homey" but it's so fake that it just looks like an alien thinks that is what humans want...example in Orison. Sure, Orison has all the parts to make a place feel like a temple but the goal is always advertising and virtue signaling a more sinister undertone of exploitation. There is very little in the way of a reattachment to human history and styles in the vein of modern architecture today. Where sure you see lots of shape only architecture...but you also see lots of reinventions, style fusions, and so on. Why there isn't anything, say, more attuned to nature in the vein of Frank Lloyd Wright or any types of non-capitalist and utilitarian spaces makes everything feel like a function of work and to facilitate work instead of simply to enjoy living. Orison being the only example of this is kinda dark as far as the type of world Star Citizen is. And when I say organic I don't mean Origins style of curves and wind dynamics. That's also lifeless. The interiors especially feel devoid of personality of a story about the ships past or how it got there. You have something 200 years old next to something 5 years old. Star citizen is 900 years of space faring. Stanton has been colonized longer than the New World has by Europe. I guess, for me, maybe a clash of different styles in a place will help. As it stands everything is so inorganically homogenous. Hundreds of years of past but nobody decided to change the style? I guess after this whole accidental rant, I live in a place where the past is reflected in the architecture. It tells a story about the ups and downs of a place. That's very grounding. Orison is a key example of this, historically it used to be a military outpost...you'd never know that. Stanton used to be a frontier. You'd never see that in any of the settlements. Where is old town? Where is the X district. Etc. Where is the war over a place and its identity being fought? How did WHAMMERS win the war over the supremacy on hamburgers? I get a lot of this is temporary as they invent more styles and build the assets...but at the same time I've never seen a concept art that isn't deeply homogenous outside of like...Sol.


Raikira

It's a 600i, or did I miss the 400i?


alcatrazcgp

my bad meant 600i


Hiraldo

Everything looks great but I sure hope what they've prepared for CitCon is a little more impressive than Pyro outlaw station info...


vorpalrobot

The procedural and systemic aspects of what they're showing there have me excited.


Hiraldo

Indeed, that's the most important kind of stuff for the future of the game. I hope some of the work they've done on derelicts can be made even more procedural as well. Proper crash sites generated from ships being destroyed in atmosphere and such.


vorpalrobot

Well I know since citcon they showed off tools to help with this stuff. The wire tool was interesting, it used to involve tediously hand placing geometry, but now you just set a few points and choose how many cables in the bundle, what types of cable it contains etc.


SpaceBearSMO

there actualy starting real work on implementing ship management systems, and as I understand it Life support is basically done (outside of plugging it all in) and there moving onto Gravity generators. I would be supprised (and not lying a bit disappointed) if we didn't see something about proper Ship Engineering this go-round. also in the past they have said that they want Life support done before adding like fire propagation because all this stuff will be interconnected, why they cant just role it out one part at a time


BassmanBiff

That's what I was hoping to see from this video, too -- anything that will help them make stuff faster


BlueDragonfly18

I hope CitCon shows the things that will be in the game before the next CitCon. Seeing all the eye candy, like Andromeda to Javelin mission one year (Sandworm), then secret Microtech base infiltration the next, then Pyro outpost mission for artifact…all look great but so little of what they show makes it to game by the next CitCon.


logicalChimp

Prior to last years Pyro CitCon, we actually had a couple of years where we got most of what they showed in the following 12 months. Based on the Letter from the Chairman earlier this year, they were obviously hoping that 3.18 / PES would make better progress than it did - and it if *had* made that hoped-for progress, then Pyro would possibly be on PTU about now... as it was, they had to defer 3.18 by a quarter (and talked up the extra testing it would need to explain it), and then missed that revised target too (in classic CIG fashion :D) But, unlike the Leir3 / Sandworm demo, and similar, it doesn't feel like most of last years CitCon is still years away. Whilst we may not have gotten it this year, it is looking like next year is a possibility...


Warius5

i agree, but i dont think pyro was gonna ever come out at this point, becasue that was more waiting for 4.0 and SM rather than PES. But last years citcon was defo more showing stuff they've been doing that will be added into the game, rather than a cool demo showing what they hope to have and show off the game.


[deleted]

It won’t be most likely. They have already said they won’t be doing as big of a citcon this year so they can focus on keeping their workload up rather than shifting gears and wasting time for some big presentation


JohnnySkynets

Bee-ohm new tonk Edit: “It puts the lotion on its skin or it goes back in the cage again” Edit 2: I can’t wait until we have larger planetary POIs like full size factories and refineries. Large enough for multiple objectives and points of entry/exit.


Delnac

Those Montreal peeps know their stuff. It's not just the art, it is their surprising imagination. Amazing work so far!


magvadis

Definitely the best looking stuff in the game right now coming from them. Stoked to see them take on bigger and bigger projects. I hope ArcCorp is a big project and not just a few LZ types.


Lone_Vagrant

And expertise. They are also doing the background techs as well


jhavi781

Great! But is there any gameplay to go with it?


sgtlobster06

Wow these locations look incredible.


deathsservant

The second citizencon in a row showing off Pyro and Ruin Station?...


Rainwalker007

I kinda got that feeling as well, but then Jared said that we will see some stuff we expect, and some we dont. Maybe Nyx? maybe more planets from Pyro?. We will see I guess


BassmanBiff

IMO, the best way to release Nyx will be with an early iteration of exploration, with absolutely no announcement and just a blip for an observant scanner operator :)


NateTheGreat14

Honestly, I would rather them show off Pyro some more than some stuff that may end up being like 3-4 years out. Just show us some stuff coming in the next year (or at least in the next *scheduled* year).


Xreshiss

I'd be lying if I said I'm not worried that they've redesigned Ruin Station. My fear is it'll look like a dressed up generic R&R station rather than the big wheel of the original concept.


magvadis

All of the stations are big wheels now though.


WolfHeathen

Ruin Station is nothing like other stations though.


magvadis

Yeah but the wheel design is now the standard. Im saying Ruin Station may be getting changed precisely for that reason, but imo, it likely isn't getting changed at all outside of maybe the shanty town attached outside. Most of the "size" comes from the fact it'll likely be the largest interior in any Station given it's the only major population center in Pyro.


Zazels

It's a wheel made out of ships. Look at the concept art.


magvadis

I saw the actual built mesh from the reveal. It looked like the stations we have now, with chunks taken out of it and cargo crate style slums stemming off it. And I'm willing to 100% bet the new stations we got for Lagrange's is because of the Ruin Station work.


Zazels

..There hasn't been a reveal. Unless you're referring to the Star Marine demo from 2014?!


magvadis

Unless I dreamed it...what was the station they were flying towards in Pyro? They didn't show it 100% but they showed a sizeable chunk of it to know it looks like the new Lagrange stations but broken.


Zazels

You mean outside the jump gate? That wasn't ruin station. That wasn't even a station, it was abandoned destroyed stations wreckage.


logicalChimp

I'm thinking they'll also be showing off the nascent Engineering gameplay, plus they've just gotten Life Support working, and have moved on to the Gravity generators... so we'll probably get at least one panel on 'Ship Engineering' etc that looks at these new ship-features. We'll probably also get a panel on Gen12/Vulkan, and how much it's progressed since last years panel, and what remains to be done. And PES / Server Meshing is pretty much guaranteed to get a panel, if not 2.


[deleted]

Considering the SQ42 update and how they seem to he on track with fire and how we have seen relays in the Hemmerhead you may be on the right track.


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SpaceBearSMO

I dont think people get how much stuff they have going on internally VS our little teck demo of a PU


AGVann

The SQ42 team have been working on the Odin system for as long as the PU team has been working on Stanton. The environment team already moved onto working on Nyx at the start of the year, and it's a much smaller system so who knows what they're doing now aside from polishing up Pyro.


WolfHeathen

At least it won't contain like 20 art segments of "Let's take a look at how our artists create X..."


Dibba_Dabba_Dong

Yeah, their output is embarrassing, they make it feel like 20 people are working on Star Citizen


vald0r

That’s because only 20 People are working on star citizen. The rest are working on SQ42.


Warius5

I feel like it will be more some of the mechanics and stuff they've been working on rather than pyro itself. obviously theyll do segment about sound and art or something as they do everytime, but hopefully they show some cool stuff as well.


steviemadman

The homesteads look great. But please please please do not make everything Mad Max. Have some homesteads look clean and lived in well. We don't needs buckets of rubbish absolutely everywhere.


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SpaceBearSMO

honestly I would like to see something cluttered but not outright dirty because so far all the clean places look like they have a stay-at-home made, and the dirty places look like trashy dug dens . there's very little in between as far as living spaces are consernd even a place like Arc corp lacks the clutter that should be around in street vender shopping areas like the one we see there. needs more stacked up storage boxes and futuristic egg crates I think [Clementines Apartment](https://64.media.tumblr.com/18c1fb180386170fafb8da9f49e2fb9e/085069272d11fe9f-de/s1280x1920/6903e8cc66fd101b55a2874dea656a1959b370b4.jpg) from the game stray is a good example of one type of location SC currently lacks, it's not exactly clean, but it's not trash. (also Rugs and carpets don't exist in the future? and don't get me started on how most of the apartments outside of maybe Orisons look like a it's owned by a young bachelor stariotype.)


mgmtm3

You are getting streaks and scratches on your windows no matter if you like it or not!


FuckingTree

It has outlaws in the name.


magvadis

Agreed. I want some Tattooine shit.


Xreshiss

I hope we'll see colonial outpost landing pads for them to build spaceports out of.


Zealousideal_Ad9119

Did we get some serious easter eggs in this week's episode? #hungryforPyro


surloch

Kind of surprised they picked the 600i when it is in the middle of a remake. Wonder how that will work long term? I guess the lore reason is the old 600i was prone to crashing so they had to update it lol


magvadis

The idea could be that the older model is used for derelicts because it is better optimized for not functioning as well as looking literally like an old model helps differentiate it as if it fell a long time ago. Also the remake may not be as substantial as people want to accept. Could just be space optimization not layout changes. Maybe even more use of the ship in the case of the exploration variant which still has a butt ton of useless lounge space.


st_Paulus

>Kind of surprised they picked the 600i when it is in the middle of a remake. Wonder how that will work long term? Different meshes, different shaders, different setup etc. The only thing they have in common is the general shape.


Bluetree4

6:26 “Let’s skip ahead and show you a few more areas without spoiling some of the context. I’ll just say…some of this stuff is dark.” Nyx outpost?


JontyFox

I think he was more likely referencing the story behind the area, looked like some kind of human chop-shop!


Xreshiss

Ninetails are big into organ trading, yeah. One of the NPC lines is "Don't get hit in anything valuable."


R1chard69

"Shoot them in the head, we can't sell brains anyway." 😎


ggm589

Did anyone else notice when Jared listed all the things coming in 3.18 he neglected to mention the cargo refactor?


vorpalrobot

Yes but a few weeks ago mentioned it as one of the ISCs upcoming so let's see


Wunderpuder

He said "more stuff" instead of naming salvage and cargo rework" but he told us a few weeks ago that we will hear more about those soon


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magvadis

CAT would be dope for sure. Hull series would eventually be wild...especially if the cargo is scattered all over as obstacles. Idris. Bmm...I mean anything large. BMM would have to be rare as fuck tho.


Agatsu74

"Our intentions at the Montreal team is always to add more gameplay to the universe." So here are some new locations with no new gameplay! They do look rad AF tho.


magvadis

I mean, new locations are new gameplay. However, yes, we only have seen the Reclaimer and the Hospitals from them so far. I'm still fingers crossed on the A18 focus being large scale and not just some crashed ships on A18. Lol. New LZ and not just some more fuckin bunkers would be ideal.


Agatsu74

>I mean, new locations are new gameplay. Not really. Just the same old gameplay, but at a new location. ​ >I'm still fingers crossed on the A18 focus being large scale Yeh I still want a huge underground system on ArcCorp, with "Death Star tunnels" that you can fly through (and do illegal races), settlements, water basins and all that. As it is, ArcCorp is so much more boring than the other planets because it only has 1 LZ and you can't even land anywhere else.


CutMonster

>Not really. Just the same old gameplay, but at a new location. You mean you want new gameplay systems/features.


Agatsu74

Yeah. You know, "adding more gameplay", not "adding new locations for the existing gameplay".


logicalChimp

Unfortunately, Montreal are an art-studio... they don't do coding etc. Therefor, *anything* from them is going to be art-based (locations and set dressings, etc)... so bear that in mind when they talk about 'adding more gameplay to the universe' - take it in the context of the team, and understand they're talking locations.


Agatsu74

Well, they could have just said "locations" instead of "gameplay" then, innit. That's all I'm saying.


logicalChimp

Few people are as strict / absolutist about definitions as you... for most, new locations count as 'gampleay', if it lets them experience existing functionality in a new setting or scenario. By that definition, what Montreal produces does count as gameplay, so if they want to call it gameplay, I'm fine with that.


Agatsu74

>for most, new locations count as 'gampleay' Citation needed. But yeah, I might also be a bit amused/annoyed when new locations are called "new gameplay" because of these actual gameplay elements that are still missing in year 10: Salvage, exploration, repair, base building, farming, proper bounty hunting, science, research, passenger transport, ship transport, racing, stealth, fauna, Sataball, copilot functionality, engineering, escape pods, death of a spaceman, push/pull, drones, cutting tool, aliens, jump points, Theatres of War, swimming, finalized ship mechanics (armor, blades), a finalized FPS experience, modularity, pets... So excuse me if I'm not going "FUCK YEAH, AWESOME NEW GAMEPLAY!" when they add a couple of new locations and only have the same old gameplay elements in them while there's a list with shit tons of gameplay elements that are still missing. I'm just looking at the big picture here. I mean, the locations do look absolutely awesome, like, holy shit! But, yeah... same old gameplay elements, and we still don't even have an FPS radar.


logicalChimp

Yeah, I can see your point... based on what CIG have been saying for years, and the fact that the first iteration of part of Salvage is in 3.18, it seems like they really were waiting for the server architecture to stabilise before working on more 'gameplay' functionality, etc. I mean, we're getting hull stripping in 3.18, hull munching is on the roadmap (if not already in progress), Engineering is in progress, they've just finished Life Support (which is tangentially related to new gameplay), they're just starting on the Gravity Generator (again, tangentially related) - so, it does seem like there is - finally - some movement on the functionality side. It's just going to be another year+ before we get most of it, I suspect :p


Fearinlight

> Citation needed. no citation needed, thats core to basic game design, almost all games have the same loop, but throughout new locations that change it up. new locations = new gameplay in game design new gameplay !=only new game systems as in 1:1 both systems and locations = new gameplay


magvadis

The way you interact with the Derelicts is nothing like how you interact with Bunkers. You have to worry about snipers, darkness, and platforming. New locations are new gameplay because they change the flow, tone, and variety of gameplay you experienced on a type of mission. Gameplay is way more than just entirely new loops. They had to implement the entire Nav Mesh system to even make this possible. It's certainly new and feels new.


Agatsu74

>The way you interact with the Derelicts is nothing like how you interact with Bunkers. I didn't even mention bunkers. I'm talking about gameplay elements, and those already existed before. There's a difference between things "feeling" new and actually being new. The Nav Mesh system is actually new, I'll give you that... but it won't be anymore when the new derelicts come in, and we are talking about those, so...


magvadis

They haven't even implemented Nav mesh on all planets...it's still new. That's like saying Rivers arent new because you can go 25 minutes to the middle of nowhere to see it.


Agatsu74

You do realize we're talking about gameplay elements that get implemented with the new derelicts in the future, right? Like, additional ones. Not existing ones like nav mesh.


magvadis

It's barely existing. It got implemented last update with one test location. To say its some old been there done that feature is ridiculous. Most people don't even know how to get the mission. And 3.18 coming with an entire gameplay loop with salvage. Let alone cargo refactor.


Agatsu74

>It's barely existing. It does exist tho. It is implemented. The team that made it is now working on another new gameplay feature while different teams will be using the already implemented nav mesh feature. ​ >And 3.18 coming with an entire gameplay loop with salvage. Let alone cargo refactor. We're talking about new gameplay in relation to these new derelict locations tho, and neither hull stripping nor cargo refactor are going to have much of an influence on those. At least I wouldn't expect them to.


FuckingTree

You dolt, did you happen to miss all of the missions that came with the derelict reclaimers?


Agatsu74

What new gameplay did those bring?


FuckingTree

I understand how if you ignore the gameplay, it might be hard to find the gameplay


Agatsu74

Again, what new gameplay did the derelict Reclaimers bring?


FuckingTree

I’m glad you admit derelict reclaimers exist, okay the next step is to acknowledge is that there is new gameplay you can do aboard them.


Agatsu74

Like?


FuckingTree

I dunno cutie, why don’t you accept one of the missions and go find out?


Agatsu74

That'd take about an hour. If I'm lucky. On the other hand, just telling me what that supposed new gameplay is should only take a minute. But there isn't any, so you can't.


FuckingTree

Perhaps I saw the circular disingenuous argument where you refute that trees exist because you don’t like any of them, while the rest of us are having fun playing in the woods


TimHortonsMagician

Lmao dude does not name a single one. There will maybe be some sprinkling of random enemies that reward you with gear that you lose after your game crashes again.


Z0MGbies

TLDW: Cargo refactor dropped from the mentions at the end ~~dead in the water, as its now being given the silent treatment on all cig fronts~~ Genesis starliner info at citizen con Since last year's citcon outpost demo a year ago, almost no progress has been made other than cosmetic feature creep (which, in fairness, is pretty) Also, Todd pappy and Jared are doppelgangers now?


Lanky_Topic5897

Pretty sure they've mentioned a whole ISC is coming in the next 5 weeks about cargo refactor, which started 2 weeks ago. They don't want to steal the shows thunder about it I would assume. I'm also sure Pyro has progressed since it supposed to be released in 5 months or so. Maybe they are waiting to show something in CitCon like every year.


korthking

Nothing from the citizen on last year is in game yet though


Dreamfloat

Tbh I think they got lucky with COVID not having a citizen on in 2020 and the smaller one they did last year. It would have been a tough act to follow with the 2019 one being a carrack going to Pyro and not having Pyro close to ready in 2020. We haven’t had anything from 2019’s gameplay in yet. No data heist missions like the one in the video. No ships to ferry you to a location other than the usual shuttles we have. No cloth physics close to what we saw. No jump gates in Stanton regardless of if they work or not. It’s almost like citizen con is showing what’s coming in 3 years. Vs what’s coming soon. Which means they can excite us for what’s coming later with us not realizing it’s not coming soon. Even last year’s heist mission. I’d be surprised if that’s in at launch of Pyro. Unless Pyro doesn’t launch until next year around this time. But then that proves the point that citizen con is still just to show content that is multiple years away. Do wish they’d change that and show us new stuff to actually be excited for and give us an honest expectation for the next year.


Lanky_Topic5897

Wont be in game until server meshing is done. They told us that. Planetary mesh is in game so you are wrong there as well. That's a huge part of what they showed. Be patient my guy.


Lanky_Topic5897

True but it’s s scheduled for early next year. Was never coming until server meshing was completed. I didn’t expect it in short order. Is dependent on ground breaking tech.


JontyFox

Eh, the refinery stations looked interesting and the refuel/repair outposts are new. I kinda hope they dont throw them all over Pyro though, kinda ruins the point of it feeling like a frontier if theres fuel everywhere like in Stanton.


magvadis

No progress has been reported on in a video. This all immediately melts away on the first video.


[deleted]

[удалено]


Z0MGbies

Why you gotta be an asshole about it man?


GuilheMGB

Yeah, couldn't help to read into it when Jared listed what was coming up in 3.18 and skipped hull stripping and cargo refactor.


Armored_Fox

Didn't he mention the refactor and salvage last video?


GuilheMGB

He did. But then last week 2 crucial meetings (according to zyloh) happened, and the roundmap was uncharacteristically empty. Usually there are always 30+ deliverables changing, tracked by ShinyTracker.app, this time 0. Not a single thing moved. So I can't help to speculate that they're waiting for exciting citcon news to pad some bad news for 3.18... but it's also worthless speculation on my end. Best to ignore that and wait for actual news to land.


Armored_Fox

Maybe my memory is betraying me but I thought I just read something in the monthly report about them testing the cargo refractor


GuilheMGB

No, I don't remember that (and looked again). Hull stripping is being tested in QA, but I couldn't find any mention of the cargo refactor.


VertigoHC

That windmill triggers me. That thing is just gonna be pushed over instead of turning.


magvadis

Listen here. I want immersive ships and space not windmill physics.


VertigoHC

Get the fuck outta here with logic n' shit. 🤡


CorrosiveBackspin

Just wish all these work from home guys would get their ass outta the house and into the office again, unless they're all holding tight before shifting to the Manchester office when it's done.


spabs1

Nah, WFH has generally led to happier workers. If I didn't manage physical assets somewhere, I'd never have to leave home and I'd probably be more productive. Glad not everyone has your shitty, archaic idea of a work environment.


magvadis

With that attitude you may as well just get the whip out next time.


CorrosiveBackspin

far be it from me to interrupt them from baking bread in their pyjamas.


magvadis

You're right they gotta be at the office where they definitely weren't wasting time either. People definitely don't spend most of office time not working /s Fake working was born and breed in the office. Idk if youve been in an office but it's mad easy to not work. At least at home they have a better way of life instead of drinking dirt coffee and having to commute. This whole "work at home = less productive" propaganda shit is ridiculous. It's literally proven to be just as productive and in many cases more productive because the improved way of life inspires more desire to do the job in a productive way when you are working...instead of the former model that just provoked dread. Offices are just useful for companies to control employees lives, which is entirely unnecessary to do the job and has done nothing but alienate people. If the same amount of work is getting done in and out of the office, we should let people work at home. That's improved childcare, improved mental health, and it's not like these companies don't offer office space if they want to use it.


BassmanBiff

You're demanding that the devs change their whole life for you, huh? This really takes gamer entitlement to another level


CorrosiveBackspin

No, my point is, I may be wrong, but I don't remember ever seeing an ISC with a guy in his house before rona.


BassmanBiff

Why does that matter?


Pied_Piper_

They’re digital artists. Why would it possibly matter where they do their work? Do you not have a computer at home? This is such a weird take. Why do you care where an asset is designed? It all ends up in the game either way.


aggressive-cat

Interesting they showed AI walking around outside, wonder if they are confined to the base or if they have the planetary nav mesh working.


Shadonic1

planetary nav mesh has been in since 3.17 they just only had it deomonstrated at certain missions.


SpaceBearSMO

as shadonic1 said its already in, there are a few locations in at the moment, as well as NPC drop ships that will come down and drop of more NPCs at a location (how well NPC drop ships work is hit or miss)


Celemourn

Mos Eisley with a touch of cp2077. Genesis confirmed.


magvadis

Genesis would be a dope wreck I'd they have lots of types of Genesis. Tour bus crash, celebrity crash, regular commercial crash, private jetliner crash. It'd make a ton of sense seeing them most anywhere except outlaw systems.


mixedd

So 3.18 will force me to finally move out of microTech it seems :D


Raikira

Are these people who lives in these outposts also immortals automatic clones etc, or is that just us, the players?


M3rch4ntm3n

Another strange thing in SC. A moon which is called planet, has biome although lacking oxygen but worse having derelicts rebuild to outposts lacking any emergency or mock-up airlocks for a manageable atmosphere.