One thing i feel we desperately need is multi crew bed logging. If we're going to be repairing our ships and traveling further and further out into other systems we need to bring back crew logging so its easy to hop in and out with sessions with friends or orgs
I think when they run into the next iteration of long term persistence they're gunning for people logging back in wherever they logged off. I know that's an end goal, and logging in a bed is just supposed to provide a rest bonus at that point.
Two things: 1) When are we getting rid of the automatic doors that will vent half the ship when you just go near them. Also the option to lock the doors. If pirates want my ship they should have to force their ways through doors. 2) Where is the beacon/quantum jump point for ships. Say your ship goes dead in space and you want to come back with replacement parts. Without a way to mark your location this ship will be lost to space.
or different helmet interfaces you can buy and equip on different helmet. Combat interface, engeneer interface, mininf interface, salvage interface, navigation interface...
Considering everything, I would love if we get a power plant eject button on single-seater ships that don't have internal spaces. Something where you know you're going to go down as you're power plant is dead in the water, and you can't do anything about it (say Gladius or more importantly a ship without an ejection seat like the Bucc) so you do an emergency ejection of the power plant and hope to survive the crash landing.
@@PH03NIX96 Almost, but I know what OP means. Staying inside the ship can have benefits, such as trying to glide land. Or what if the speed was already reduced and gear is down, but you are still about to blow up. Ejecting yourself might kill you from the height, but ejecting the power plant gives you the opportunity to safely land, especially if you have passengers with you (Like the cutter or Aurora).
You still wouldn't survive. They'll just follow you to the surface and wait for you to exit. They need to add a winged flight suit that lets you drop down to the surface PUBG style so pirates can't track you all the way down. But they won't because they get butthurt over questions about parachutes and drop pods
Would be nice for engineers to have like magnetic shoes or the ability to hold onto the sides of the hallways, so they dont fall over and fly around all the time, while the pilots doing evasive maneuvers or accelerating.
this part. if gravity generation is part of the life support, taking it out to fix it is gonna be more pain than its worth if you cant focus during evasive manuevers. like yeah youre alive cuz you have your suit on, but if the pilot hard brakes for some reason or does a g-manuever, youre gonna hit your head on the part youre repairing and die anyway
I've been waiting so long for engineering all my friends have been used for pastas and pizzas :( Very excited to finally move on from soft death. Hopefully this makes ships persist much longer! I do think players are keen to know more about how this affects general gameplay in industrial situations and long term. Can't wait to experiment!
@M4xCh3rry It's definitely a huge part of what will make this a proper and engaging multiplayer game. But for me, I'm still waiting on a proper economy and the Quanta system for NPCs. That's when the game will really transition into the bare-minimum of what we've been promised.
Sur le moment tu te dis : mais.. mais... c'est bien un accent francais que j'entends la ?!?! Du coup tous les francophones se lâchent dans les commentaires. Sinon Hugo, il a tenté de teasé quoi le jumeau maléfique non barbu de Jared à la fin d'après toi ??
I hope CIG has it when you are using the interface screen, you can use the keyboard also to change and manage power settings and not just use the mouse and point and click. It would make it a little easier.
This sounds awesome, but it would seem like quite a few ships need to get gold passes or be updated with physical components before this gameplay loop can be fully added to the PU and Live Servers
@@armyfreak9389 You know exactly what he's trying to say, quit avoiding the topic of his statement. All ships do not have components that you can actually grab out of the ship and move with a Multi-tool.
Inb4 precisely 2 of these total listed features show up in 4.0, one of which will be the fire extinguisher, which will cause a 30k if the beams are crossed.
Very cool and all, but please, please please please please make it rare. I do not want to have a component degrade from 100% to 0 in 10 hours, please don't make it a chore. I honestly like this depth of gameplay, however its for example already a chore to keep yourself hydrated, please don't make these component degradation a chore outside of combat situations.
Yup this. I like the whole idea but if a ship under normal use, i.e. non-combat needs repairing anything less than every few hundred hours of use, I'm going to want my money back from whoever made it as not fit for purpose :D
Physicalized damage... the mythical step forward that will change everything in combat that people have been talking about since 2014 has finally emerged.
that Dr.who ending was.. just wow.. Side note.. cant wait i love that you will need to plan and take care of you're ship more.. been waiting a long time for this.
Really looking forward to this loop - chance to bring in a whole genre of players who likely have given SC a pass to this point. Presets look amazing - looking forward to that coming over to armor and weapon loadouts
@@DawnstealerGaming at the same time i fear initially this system/s will push a lot of players into smaller ships mainly fighters, since before you could play gigantic ships solo, and now with misfires it will be almost impossible. Wonder how this will go down.
They have different teams working on different tasks, and they show their results every once in a while. Bug fixing, fine tuning and code resource adjustment is going to happen. There is a lot of implementation, so it's going to take a long while.
Faster Than Light styled power management is such a nice touch! Can even see some Barotrauma inspired system overview style as well. I'm feeling good about this loop!
I like how on a surface level, its not too overly complicated, but it has just enough layers to GET complicated and interesting when you have to be managing everything in certain situations.
Give the 400i back her redundancy. It makes no sense for it to be the only s4 ship to have 0 redundancy and was sold on its defensiveness and survivability
More customizability and tunability for the ships is awesome! Being able to micromanage every system in the ship will go a long way to make ships feel more like they're yours. I'm looking forward to when this great stuff gets in the game.
And it's putting more emphasis on a captains role of delegating to crew. Now I think the big question everyone has after is, when will we get NPC crews?
Cant wait to refuel my ship manually, loading the cargo by hand, going through a start-up-checklist, repair any system before takeoff,... oh, what is that? My girlfriend says dinner is ready. So... um... space exploration has to wait.
@@cmdr.sypher1820 In one of their videos they said that this will be part of gameplay. If your ship take dmg it might leak into space. Which means you need a helmet in that room. Or you die. The same way you can take the air out of rooms to stop a fire. So yes its depressurize. I think they also gonna make us able to shut down gravity. Also i not sure but I think they stated that in the future your cargo room with ramp acces gonna have no atmosphere when opened.
@@cmdr.sypher1820it makes the most sense for depressurising is the first choice. Fire control system seems pointless when you can vent the whole ship putting out all the fires
After i come home from a long day at work, i get myself a glass of home-made lemonade from the fridge and sit down to unwind a bit and watch the latest ISC episode....at no point had i ever even imagined to be greeted by such a fresh, shiny and, quite frankly, blinding new interFACE in the first 3 seconds. I nearly spilled the lemonade!
I would have thought the ideal solution would be something like: - Armor soaks up to a maximum amount of damage from a single collision with any damage exceeding the armor's soak limit penetrating into the structure(s) below. - When armor soaks damage, it ablates some percentage of the soaked damage degrading its ability to soak further damage. - All values are tracked in a texture map, thus impacts spread out across the surface of ship is less likely to degrade any single point of the armor significantly. This would make big ships significantly tougher vs. small weaponry AND it would make hard hitting weapons actually epic feeling. Is this basically what they're describing?
What you are describing is a slightly more component system that Cyberpunk Red uses in their TTRPG. It works really well in my opinion. Your armor rating for a specific body part deducts from the total damage. Anything over that is subtracted from your HP and if the damage does exceed the armor, then the armor is ablated (rating lowered) until it is destroyed or repaired. Allows for penetration weapons or ablative weapons (rending), and works evenly across all possible weaponry. Now I just want to know how their disrupter weaponry works.
And now, just go crazy with components variaty (withing universe lore), a powerplant with huge power output but similar huge heat generation... other powerplant with slow response time, but excelent fuel efficency, etc. let us decide and test what is better for our ships.
That sounds good in theory, but you have to worry about the meta game play. You would have to give just an astronomic amount of options or someone will just go to a website and get a read on the best loadouts. Which, if their are multiple loadouts to answer situations, then that isn't so bad. Say 6 different loadouts for a specific ship during combat depending on what result you want. While having 3 loadouts for travel depending on the main focus. So long as there isn't just 1 or 2 loadouts that are optimized for every ship.
Think the ship view for the engineering terminal should have a 2D view, where you can swap between floors and exterior. Sometimes, 3D models will have too many overlapping components.
For solo players with large ships that get disabled I recommend adding a repair/engineering option under service beacons. Having a repair ship come out with spare parts and ability to quickly repair hulls would be a good support role. Orgs could also keep one in their fleet.
It's due to server meshing being delayed, and all these features being crammed into one server. Life of creating content that is not on this level. And no other game has server meshing that works this seamlessly.
You would think the life support system would be an over engineered system in case of emergency evacuations. One would also think that fire suppression systems would be included in such a system.
Hi CIG, a few questions: 1) With all the added work going into running a multcrew ship, it really highlights a major concern by the community: What advantages, other than quantum range, does crewing a multicrew ship have over everyone piloting single seaters of their own? The engineering gameplay looks fun, but the added hassle has to be worth it somehow. 2) Could you elaborate on planned changes to the 400i, especially in regards to engineering? She was renowned for her legendary speed and component redundancy ... yet you nerfed her speed and now removed her redundancy as well by zapping two-thirds of her power plants and coolers. Is there going to be some sort of special gimmick about her so she doesn't just in turn into a $250 dollar paper weight? Right now, she's ... well ... kinda sh*t. 3) What frequency of engineering events can we expect? If players man the turrets, and one player needs to keep an eye on the engineering station, how many players are expected to be on repair duty during combat?
It’ll never make sense to have multiple people unless that brings enough combat power to justify not just running two ships. Any of these out of combat chores can be done via EVA and such for two ships. If you make these chores so intrusive that they literally stop combat, all you’ll do is reinforce the “use the smallest ships for everything” meta. We want people on our ships. Give them enough combat power for them to not be wasting their time.
@@CathrineMacNiel It’s not, and I’m in no way saying everyone must do combat all the time, but it’s also present in all parts of SC. Pvp and npc interdictions mean all multicrew ships can encounter combat. If your friends are with you on your mining boat, shouldn’t the turret at least have the mechanical capacity to land hits on a lone pirate gladius? Wouldn’t it be a better experience for everyone if the Raft running for orbit (or to a space port) can at least vaguely threaten the Hornet trying to take it down? A Hull-E will never be much of a combat power house, but their current designs show no intention of ever making it so those turrets could possibly defend the ship from a single Gladius-much less it’s Mantis buddy hugging the edge of the 12km tackle range.
@@piedpiper1172 indeed. I seems like, and I hope this is the case, that once they implement these systems that killing a larger ship, say an A2 with 5 crew members, with something like 5 arrows, will be nearly impossible, since the ship will presumably have a lot of armor and engineers can keep repairing the parts.
I agree on the basic principle that multicrew ships need to be much more powerful than equal player amount of single-seaters for any task. However the single seaters with outside mounted components are going to have a bad time when their powerplants and coolers take hits. That will basically start a ticking clock on how fast they must either win, escape or surrender, the more they abuse the already damaged systems by boosting to control the engagement the more those systems will degrade. And to repair them they have to stop and EVA...
@@EeroafHeurlin I wouldn’t even say “more powerful.” Parity would be a fantastic start. Even in the most simplistic terms, imagining a hypothetical ship with exactly 8x the dps and 8x the total “toughness” (shield/armor/general difficulty to hit/speed all added up) of an F7A would present a meaningful alternative to flying 8 F7As (assuming it had access to weapons that can hit them). The primary advantage of such a ship is that it does not degrade in combat power as quickly as the fighters do. Each fighter out of the fight removes a full 1/8th, while a lot of damage must be done to the multicrew to even get through the shields, during which time it’s not degrading at all. But even that’s not what we have right now. A huge quantity of multicrew ships have just terrible crew combat power. Who is excited to log in and be the tail gunner for the Redeemer, Freelancer, or Hammerhead in a game with Master Modes that compels fights to seek nose-to-nose engagements and literally locks you out of being able to fire weapons and run away at top speed? Even the best turrets in the game are pretty meh. The Scorpius and Hurricane have viable turrets, but both have those turrets in the wrong place (they should be chin mounts for the front-arc-dominated combat of both 6DOF and even more so Master Modes), and both turrets are still pretty weak compared to… just flying two Corsair’s. It doesn’t matter that the Corsairs are less maneuverable, the Scorpius can really only maximize evasion vs one, so a team should be getting shots in (this is, btw, what we see happen in basically all pvp tournaments that allowed multicrew-two fighters just pincer the 2-seater and take turns kiting it). And your point about components would be more compelling if big ships could reliably hit fighters. Which is exactly why I am so focused on the need for flak / anti-smaller-than-yourself weapons. A ship’s toughness only matters when it gets hit, and big ships desperately struggle to land even single hits on competent fighters operating at their own range limits. If your multicrew runs ballistic, one clean hit might do it, but now you’re ammo limited. Run energy and you’ll need enough hits to knock down their shields and hit them again to have a chance at component damage-but the fighters have total control of the engagement range and can just drop back to recharge the fastest charging shields in the game. This isn’t even a fighters vs large ship problem either. It’s a everything fighting anything 2-3 sizes bigger than itself problem. The Idris is gonna struggle to land those S10 shots on a Corsair as badly as the Hammerhead struggles to hit fighters now. Even S7 and S8 turrets on the Idris and Jav are gonna have pretty real issues vs the faster medium and large ships without access to flak.
I'll never say enough how Jared and his team makes this show such a great watch. I've watch every show, never missed one, and even if I deeply loved Wingman's hangar, my heart goes to your finished products.
Nah. Should end up being that you will have to take breaks every so often to freshen components so long as you don't take damage. Or if you ignore the refreshes then surprise fires and explosions are back on the menu.
Probably those are gonna be fine. Spirit is a bit bad with components in back tho. Connie and corsair are either gonna still be fine solo. Or terrible in combat cause you solo.
That's illogical. Think rather of it as fielded credits over fielded amount of people. 10 fighters is guaranteed to cost more than a 10 person ship, unless they're all the cheapest trash. Way more difficult to coordinate too. I mix of big and small ships should hopefully be the most powerful
@@TROONTRON By that logic, is the polaris going to be better than 5 hammerheads? It's gonna cost at least 5 times the hammerhead. You cant be serious with that reasoning.
It’s a completely different skillset and skill floor for 10 people to fly 10 separate fighters well as opposed to 10 people doing different but more focused tasks on a bigger ship.
@@NutellaCrepe 💀💀💀💀 u are out of touch. We need a multicrew ship to be definitely able to take out a swarm of fighters equal to that same amount of players. Otherwise bigger ships will never find their way into fleets. Cut and dry. Don’t care about your edgecases or inclusion of situations. A 10 ppl in hammerhead should have no problem against 10 gladiuses.
Oh boy... I mean, personally, I love complexity in ship's systems and all but I can imagine there are plenty of people who don't want to deal with all the nitty gritty details. So, uh, with 4.0 you're also going to release an NPC crew member system right? :p
Life support is something that I been really waiting for, it will finally make this feel like a true space game. Hellion a game released in 2018 had life support and it really gave it that survival feel. And the power management seems to be inspired by FTL, which had a very good power management system, easy to overview and use instantly, so I am super excited for the life support & power management release. And those MFD's are just so good looking, presets is also such a good touch 👌
"I can't believe we got the.." Ok my guess straight from my behind is that the next word is "the doctor" and in reference to Parker Terrell from the Plain Truth radio show that might be voiced by Peter Capaldi. Those leaked audio files of the radio show did sounded like him imo.
I think his last sentence was a tease for a long awaited ship to be released during the SitizenCon. Probably a captial, Orion, or the Railen. This is just what I would've guessed though, so take it with a grain of salt.
Seems like NPC crew and AI Blades needs to be added before this Engineering feature is given this explanation. It's one thing to encourage multi-crew endeavors via rewards and another to discourage solo play through punishing mechanics.
Yeah, i get jumping out of a seat and putting out a fire but if you want to run a c2, galaxy, carrack, and all other big ships, i want to have the ability to run it solo. Of course the npc crew wont replace real people but if they make it too difficult, it will drive people away.
The implementation of engineering gets me excited because, since they have to convert all ships to component ready, the Reliants will (probably , hopefully and finally) get some love
For that matter, we know that the Idris has air shields on it's hangar entrances and exits (as seen in the SQ42 videos). Hopefully, those will get added to most ships that don't have airlocks (which is most of them).
This could get interesting. I remember one time my C1 randomly lost power and started spinning in Orbit. I loved that filling of scrambling around to figure out what was going on. After 5 minutes I got back control of my ship, and it was the best feeling 😁
I remember flying in my Vulture and getting jumped by a pirate in a C2. My ship eventually went into soft death; and, it began spinning. When I got out of my seat, I was immediately flung into the side of ship through centrifugal force. It took a while to eventually open the hatch and go EVA. Once there, I was met with the pirate ship, which tried to kill me with ship guns. I managed to dive below the line of his cockpit (he was nearly point-blank) and dove into his front cargo door (one half of the door was missing from previous damage). After picking myself up from the floor of his cargo bay, I drew my pistol and snuck up to his bridge. I started shooting him in the head; but, his heavy armor gave him the time to get out of the seat and finish me off with his AR. It's was a pretty close fight though!
Probably should prioritise effective NPC crews then as well. In my experience, the vast majority of ships flying around in Star Citizen, regardless of their size, are and likely always will be... solo crewed.
The mechanics look excellent, being able to quickly apply presets is cool, it will really add more reasons to have (and be) crew, and I hope engineering comes into its own as the game matures. However without changes to shield pools and the introduction of armour (armor) ships are likely to soft-death far faster than engineers can keep up with.
Cockpits are made of see through metal. But I suppose if you have enough ammo and the crew just lets you once melstrum is in the game sure, it's possible physics wise.
Anyone else think this is getting overly complicated? Starting to sound like more unavoidable gameplay. So now not only will we we have to travel to 3 separate planets for component supplies, we also need to babysit all the components. Dude, I just want to fly.
This is what will make exploration gameplay actually have some jeopardy in the future - they have said for the most part you don't have to get involved if you don't want to. If you don't fight people it won't really be an issue
The problem when making a game into the perfect real life simulation is that you also have to build the parts that are tedious and boring in real life and which are why we play GAMES in which the boring parts from real life are excluded. The ship management gameplay sounds incredibly boring. Managing AC? Managing CO2? Come on! I hope that the ship can self manage that or theres an option to switch that off.
even the guy who presents it seems bored by it. "If you thought ahead and bring spare parts"... come on. how often have I crashed into stations and lost everything?
btw I've been following this game since the very first kickstarter in 2013 or so. 11 years. But it feels like this is getting ridiculous. Dont get me wrong: I wish there was a way to make the engineering gameplay actually exciting and fun, but from what I see I doubt it.
wow ... finally! real multicrew gameplay. I'm so excited for it ... but the most important question is ... are we finally getting Big Benny's noodles?? :D
I haven't watched ISC for a while now(listened to afew, but I've also been on a hiatus from SC until 4.0 comes out), and the beardlessness startled me.
One thing i feel we desperately need is multi crew bed logging. If we're going to be repairing our ships and traveling further and further out into other systems we need to bring back crew logging so its easy to hop in and out with sessions with friends or orgs
I think when they run into the next iteration of long term persistence they're gunning for people logging back in wherever they logged off. I know that's an end goal, and logging in a bed is just supposed to provide a rest bonus at that point.
The plan is to remove bed logging so you can log off anywhere and once you log back in, you just pick up where you left off.
Think DayZ
I agree completely
They are not going to make it as their priority is selling ships concepts and promises...😅
@@luistigerfox Indeed, CIG has talked about this :)
Two things:
1) When are we getting rid of the automatic doors that will vent half the ship when you just go near them. Also the option to lock the doors.
If pirates want my ship they should have to force their ways through doors.
2) Where is the beacon/quantum jump point for ships. Say your ship goes dead in space and you want to come back with replacement parts.
Without a way to mark your location this ship will be lost to space.
Starmap 2.0 allows for this and much more, though I don't know if it will be implemented at the time of engineering release
@@plaidsnake2883 Do you mean star map 3.0? we are already on star map 2.0
1. Was working last time I played (it’s been a while and I need a new desktop cos my laptop dying)
Was ship dependant tho.
Presets transferring with the player makes dedicated engineers more viable.
Great feature!
I really hope they give us USB sticks to transfer this kind of data around ships like they have in real life aircraft.
@@dominus1444 yeah and sell them
@citizen_brimstone3113 if you're a pirate you can a preset ready to go to disable a ships systems from within
Yeah but once it becomes too valuable I wonder if we are going to see people sharing their saved preset files online. I hope not...
I really hope we get an Engineering Helmet that can display environment information like shown around 5:05.
or different helmet interfaces you can buy and equip on different helmet. Combat interface, engeneer interface, mininf interface, salvage interface, navigation interface...
why not a Not_a_heiger counter? (handheld device)
That was developer debugging stuff, it'd be cool but I don't imagine it happening, or at the least definitely not happening as shown there
WHO SHAVED JARED
Chris Roberts personally shaved him
He's appearing in SQ42 as a character. He had to shave for the mo-cap stuff. Was explained during the last episode a week ago 👍
He said (last week I think) that he is getting his head scanned into the game and had to shave for it
cost cutting measure. No more money for fake beards
@@whatasaverl6456 i thought you did
Considering everything, I would love if we get a power plant eject button on single-seater ships that don't have internal spaces. Something where you know you're going to go down as you're power plant is dead in the water, and you can't do anything about it (say Gladius or more importantly a ship without an ejection seat like the Bucc) so you do an emergency ejection of the power plant and hope to survive the crash landing.
You have one. It's called the eject button 😜
@@PH03NIX96 Almost, but I know what OP means. Staying inside the ship can have benefits, such as trying to glide land. Or what if the speed was already reduced and gear is down, but you are still about to blow up. Ejecting yourself might kill you from the height, but ejecting the power plant gives you the opportunity to safely land, especially if you have passengers with you (Like the cutter or Aurora).
@@AshU-ug2fy and if batteries are a thing, you might be able to survive just long enough to use it for a boost to not crash
You still wouldn't survive. They'll just follow you to the surface and wait for you to exit.
They need to add a winged flight suit that lets you drop down to the surface PUBG style so pirates can't track you all the way down. But they won't because they get butthurt over questions about parachutes and drop pods
@@aguy446 man , the things id do for a wingsuit lmao
I love that the interface is clean, clear and intuitive. Well done.
Yeah Jared did shave up quite well. 😅
@@Cablezero1
A decent UI ... shocking. Right? :D
@@jlemmerson Absolutely. But I'm glad they're taking this path.
@@jlemmersonRefueling UI was also pretty good.
Would be nice for engineers to have like magnetic shoes or the ability to hold onto the sides of the hallways, so they dont fall over and fly around all the time, while the pilots doing evasive maneuvers or accelerating.
Those features have been added to and removed from so many sprints now lmao
this part. if gravity generation is part of the life support, taking it out to fix it is gonna be more pain than its worth if you cant focus during evasive manuevers. like yeah youre alive cuz you have your suit on, but if the pilot hard brakes for some reason or does a g-manuever, youre gonna hit your head on the part youre repairing and die anyway
I've been waiting so long for engineering all my friends have been used for pastas and pizzas :(
Very excited to finally move on from soft death. Hopefully this makes ships persist much longer!
I do think players are keen to know more about how this affects general gameplay in industrial situations and long term. Can't wait to experiment!
lol, I was a bit confused by what you meant... until I saw who this was. 😅
this is real
It’s why I backed, Tomato. For me, the game arrives with Engineering
@M4xCh3rry It's definitely a huge part of what will make this a proper and engaging multiplayer game.
But for me, I'm still waiting on a proper economy and the Quanta system for NPCs. That's when the game will really transition into the bare-minimum of what we've been promised.
I have been waiting so long for this
Trop cool, merci pour la présentation du gameplay ingénieur Bastien et toute la team 😁
Vive le french accent
super, un nouveau rayon magique^^
@@aleksandrbelomestov6212 he is le mad
Sur le moment tu te dis : mais.. mais... c'est bien un accent francais que j'entends la ?!?! Du coup tous les francophones se lâchent dans les commentaires.
Sinon Hugo, il a tenté de teasé quoi le jumeau maléfique non barbu de Jared à la fin d'après toi ??
I hope CIG has it when you are using the interface screen, you can use the keyboard also to change and manage power settings and not just use the mouse and point and click. It would make it a little easier.
Great idea!
I am sure they havent even considered this.
This sounds awesome, but it would seem like quite a few ships need to get gold passes or be updated with physical components before this gameplay loop can be fully added to the PU and Live Servers
Connie's literally don't even have components lol
None of the ships have an atmospheric flight model, let alone components... 😅
@@manuelbarreto7032 Many ships have components. Atmospheric flight model has nothing to do with this system. What are you even trying to say?
@@armyfreak9389 You know exactly what he's trying to say, quit avoiding the topic of his statement. All ships do not have components that you can actually grab out of the ship and move with a Multi-tool.
@@tonykunz5982 yes but as he said, many do
The “Big Benny’s TARDIS” will never not be funny. XD
they need to hide a crashed version somewhere as an easter egg for people to find :D like benny henge
NICE! It looks like Dr. Picwho..... is gonna be a staying force... of deliciousness!
We need Big Benny Tardis to be flyable in game. 😂
Inb4 precisely 2 of these total listed features show up in 4.0, one of which will be the fire extinguisher, which will cause a 30k if the beams are crossed.
6:30 There are a LOT of components that, although removable, do not fit through the doorways. 😕
YUP
If they rework the Carrack for this, they should make the rear elevator go all the way to the ground on the same pass.
@@hellow5100 They just told you tier 1 and 2 are the only removable components in the game tier 3 and 4 require landing services for removal.
Maybe they go flatpacked Ikea-style components; those without adequate doorspace must assemble the component from smaller pieces 😂
You'll have to repair where it is. I'm okay with this. More benefits to different ship designs.
Very cool and all, but please, please please please please make it rare.
I do not want to have a component degrade from 100% to 0 in 10 hours, please don't make it a chore.
I honestly like this depth of gameplay, however its for example already a chore to keep yourself hydrated, please don't make these component degradation a chore outside of combat situations.
Yup this. I like the whole idea but if a ship under normal use, i.e. non-combat needs repairing anything less than every few hundred hours of use, I'm going to want my money back from whoever made it as not fit for purpose :D
Always nice to see a Frenchman clearly putting in the effort for pronunciation. Go Bastien!
Now I need to work on my French.
I cannot wait to play with ze couleurs... ;)
Yikes
While commendable, I don't think anyone would be mad if we got subtitles with non-English speaking guests.
@@BradAhrens I know you didnt mean anything bad by it, but Bastien is literally speaking English. He just has an accent!
Physicalized damage... the mythical step forward that will change everything in combat that people have been talking about since 2014 has finally emerged.
Something that might make large ships viable and completely tip the balance away from small fighters as they can’t reliably take down large ships
It did not, they have a temporary workaround called "damage penetration"
This is an exciting change!
that Dr.who ending was.. just wow.. Side note.. cant wait i love that you will need to plan and take care of you're ship more.. been waiting a long time for this.
Really looking forward to this loop - chance to bring in a whole genre of players who likely have given SC a pass to this point. Presets look amazing - looking forward to that coming over to armor and weapon loadouts
lord knows they're low on players
@@needy3535 they aren’t at all, but drawing in people who are interested in games other than flight sims and fps is definitely a good thing
@@needy3535the original plan was to have a 9:1 ratio of NPC:players
@@DawnstealerGaming at the same time i fear initially this system/s will push a lot of players into smaller ships mainly fighters, since before you could play gigantic ships solo, and now with misfires it will be almost impossible. Wonder how this will go down.
@@2727daqwid Which is exactly the idea - it'll likely push people to, you know, play together. This IS an MMO, after all.
Maybe we could get the physics issue first? Server stability? Item clipping? Proper cargo grids? Just a thought....
naah, feature creeeeep
Lol that's so boring tho. Fixing bugs is for the birds!!
Fixing bugs is for beta
They have different teams working on different tasks, and they show their results every once in a while.
Bug fixing, fine tuning and code resource adjustment is going to happen.
There is a lot of implementation, so it's going to take a long while.
Jared will never be the same without the beard
Jared? You mean Doctor How?
gives a new sense to "clean UI"
@@Stormyy6310you mean Shaved UI ?
I think he looks younger.
Just hang in there for a bit. New season, new beard.
Faster Than Light styled power management is such a nice touch!
Can even see some Barotrauma inspired system overview style as well.
I'm feeling good about this loop!
With the advanced gameplay options of pulling power out of life support during a fight for that extra advantage
As someone who played and enjoyed both barotrauma and FTL, I'd say this is a step into the right direction
Also, add NeuroCitizen pls
Oh my God, I love the Doctor Who part at the end
When you install the network i. The reclaimer, please fix cargo access and wasted space to fit more in line with its Capital class structure.
that ending should be the intro to every episode
💯
I always skip past Huckaby's cutsey disingenuous ramblings, excuse-making and false expectation setting.
@@retrospectology Thanks for sharing dude. Your opinion is SUPER valuable.
How on earth is my initial comment gone? It just contained this 💯
@@retrospectology You should like your comment 2x
I like how on a surface level, its not too overly complicated, but it has just enough layers to GET complicated and interesting when you have to be managing everything in certain situations.
hoping it gets more advanced for the larger ships.
@@Hellhawk obviously, on big ship there will be multiple layers and granularity
scalability is a wonderful thing. in your day to day its just "i need presets 1 or 2" and then when s*** hits the fan, its time to dust off preset 8
welcome to actual game design
Give the 400i back her redundancy. It makes no sense for it to be the only s4 ship to have 0 redundancy and was sold on its defensiveness and survivability
And fixing the endless Bugs like the Elevator and the visual Bugs... Its my fav Ship so far but its always a buggy mess
GET OVER IT OR DRAW 25!
MM killed this ship lol I feel bad for you 400i owners
and give back the speed he was know for, he's now slow like constellation and corsair, without firepower and cargo
@@SaschaTKL Elevators and Transit are being totally reworked for 4.0.
Those systems were old and not compatible with meshing.
More customizability and tunability for the ships is awesome! Being able to micromanage every system in the ship will go a long way to make ships feel more like they're yours. I'm looking forward to when this great stuff gets in the game.
And it's putting more emphasis on a captains role of delegating to crew. Now I think the big question everyone has after is, when will we get NPC crews?
Cant wait to refuel my ship manually, loading the cargo by hand, going through a start-up-checklist, repair any system before takeoff,... oh, what is that? My girlfriend says dinner is ready. So... um... space exploration has to wait.
15:30 The Disrespect😂
For this to work CIG will also need to increase mission rewards/not divide them by party size, so multi crew is viable financially.
2:00 specialized fuel types would be so good
I really hope CIG includes a system where you can use keyboard for quick screen inputs
They need to clean up keybinds first it's a nightmare in that tab
Seems to me a ship would have a fire control system instead of putting everything out by hand.
You have. It is called oxygen. Which they said gonna be one way to stop a fire. But ofcourse you need a helm in your ship then.
@@Syphirioth Are you saying depressurize your ship to space to put fire out?
@@cmdr.sypher1820 In one of their videos they said that this will be part of gameplay. If your ship take dmg it might leak into space. Which means you need a helmet in that room. Or you die. The same way you can take the air out of rooms to stop a fire. So yes its depressurize.
I think they also gonna make us able to shut down gravity.
Also i not sure but I think they stated that in the future your cargo room with ramp acces gonna have no atmosphere when opened.
@@cmdr.sypher1820it makes the most sense for depressurising is the first choice. Fire control system seems pointless when you can vent the whole ship putting out all the fires
Oh, boy! Tedious, fiddly spaceship tuning! Sounds exciting!
After i come home from a long day at work, i get myself a glass of home-made lemonade from the fridge and sit down to unwind a bit and watch the latest ISC episode....at no point had i ever even imagined to be greeted by such a fresh, shiny and, quite frankly, blinding new interFACE in the first 3 seconds. I nearly spilled the lemonade!
I love the idea of engineering, but I don't want to run in my ship to repair things because I'm mostly a single player.
Same here man. Sounds like it's just gonna be a hassle.
Unless, they Introduce NPC crew for hire or some other way to manage the systems
It's 2953 and they acting like ships have less automation than 1930s airplanes
Jared just isekai back to his 20s
I would have thought the ideal solution would be something like:
- Armor soaks up to a maximum amount of damage from a single collision with any damage exceeding the armor's soak limit penetrating into the structure(s) below.
- When armor soaks damage, it ablates some percentage of the soaked damage degrading its ability to soak further damage.
- All values are tracked in a texture map, thus impacts spread out across the surface of ship is less likely to degrade any single point of the armor significantly. This would make big ships significantly tougher vs. small weaponry AND it would make hard hitting weapons actually epic feeling.
Is this basically what they're describing?
What you are describing is a slightly more component system that Cyberpunk Red uses in their TTRPG. It works really well in my opinion. Your armor rating for a specific body part deducts from the total damage. Anything over that is subtracted from your HP and if the damage does exceed the armor, then the armor is ablated (rating lowered) until it is destroyed or repaired. Allows for penetration weapons or ablative weapons (rending), and works evenly across all possible weaponry.
Now I just want to know how their disrupter weaponry works.
And now, just go crazy with components variaty (withing universe lore), a powerplant with huge power output but similar huge heat generation... other powerplant with slow response time, but excelent fuel efficency, etc. let us decide and test what is better for our ships.
That sounds good in theory, but you have to worry about the meta game play. You would have to give just an astronomic amount of options or someone will just go to a website and get a read on the best loadouts. Which, if their are multiple loadouts to answer situations, then that isn't so bad. Say 6 different loadouts for a specific ship during combat depending on what result you want. While having 3 loadouts for travel depending on the main focus.
So long as there isn't just 1 or 2 loadouts that are optimized for every ship.
@@DarthPoyner metas ruin games for many players thus killing interest.
As good as that is, you break ship balancing entirely. It wil be impossible for cig to balance the game if they do this
That last in-game advert was funny! If anyone doesn't know, Jared got shaved to be put into the game! (He's a janitor or something he believes.)
Think the ship view for the engineering terminal should have a 2D view, where you can swap between floors and exterior. Sometimes, 3D models will have too many overlapping components.
meaningful multi-crew gameplay also means that the turrets HAVE to be A LOT better!!! Please CIG, you neeeeed to understand this
They'll never allow one ship to be more powerful than multiple ships that amount to a higher sum of money spent
They're so difficult to aim, right out of box
Alpha 4.0 is going to a super exciting step toward full release 1.0
ye...next year, lol
Why do you say that Mrzero ?
@@squadric7722 next year is only 4 months away, I think after Christmas for 4.0 at the latest
@@juniasdityenbeger4506 you mean 4 months for the next "next year"
@@squadric7722 that's what I said
For solo players with large ships that get disabled I recommend adding a repair/engineering option under service beacons. Having a repair ship come out with spare parts and ability to quickly repair hulls would be a good support role. Orgs could also keep one in their fleet.
I love how playable this game got.
It's due to server meshing being delayed, and all these features being crammed into one server. Life of creating content that is not on this level. And no other game has server meshing that works this seamlessly.
You would think the life support system would be an over engineered system in case of emergency evacuations. One would also think that fire suppression systems would be included in such a system.
At the very least, we need to be able to vent (and store) ship atmosphere before going into combat (like we see in The Expanse).
That will be added eventually also. When you also better have helmet in combat cause ship can lose oxygen.
Love everything about this video! Can’t wait to see it all in the PU.
This looks and sounds amazing guys, thank you for your hard work and dedication.
So basically you ship can randomly explode? We already have that in the game and it sucks!
Some people have left our existence who wanted to play, it sucks saying 13 plus years ago, they had hope to play
rip engineering launching with 4.0
6:30 permission to leave the ship? for what reason master chief? to give the covenant back their bomb
lmao i didnt even think of that, you gave me some ideas
Cant wait to play this on these servers with 20 to 30 seconds desync!
Hi CIG, a few questions:
1) With all the added work going into running a multcrew ship, it really highlights a major concern by the community: What advantages, other than quantum range, does crewing a multicrew ship have over everyone piloting single seaters of their own? The engineering gameplay looks fun, but the added hassle has to be worth it somehow.
2) Could you elaborate on planned changes to the 400i, especially in regards to engineering? She was renowned for her legendary speed and component redundancy ... yet you nerfed her speed and now removed her redundancy as well by zapping two-thirds of her power plants and coolers. Is there going to be some sort of special gimmick about her so she doesn't just in turn into a $250 dollar paper weight? Right now, she's ... well ... kinda sh*t.
3) What frequency of engineering events can we expect? If players man the turrets, and one player needs to keep an eye on the engineering station, how many players are expected to be on repair duty during combat?
It’ll never make sense to have multiple people unless that brings enough combat power to justify not just running two ships.
Any of these out of combat chores can be done via EVA and such for two ships.
If you make these chores so intrusive that they literally stop combat, all you’ll do is reinforce the “use the smallest ships for everything” meta.
We want people on our ships. Give them enough combat power for them to not be wasting their time.
combat ain't the only thing in Star Citizen :)
@@CathrineMacNiel It’s not, and I’m in no way saying everyone must do combat all the time, but it’s also present in all parts of SC. Pvp and npc interdictions mean all multicrew ships can encounter combat.
If your friends are with you on your mining boat, shouldn’t the turret at least have the mechanical capacity to land hits on a lone pirate gladius? Wouldn’t it be a better experience for everyone if the Raft running for orbit (or to a space port) can at least vaguely threaten the Hornet trying to take it down?
A Hull-E will never be much of a combat power house, but their current designs show no intention of ever making it so those turrets could possibly defend the ship from a single Gladius-much less it’s Mantis buddy hugging the edge of the 12km tackle range.
@@piedpiper1172 indeed. I seems like, and I hope this is the case, that once they implement these systems that killing a larger ship, say an A2 with 5 crew members, with something like 5 arrows, will be nearly impossible, since the ship will presumably have a lot of armor and engineers can keep repairing the parts.
I agree on the basic principle that multicrew ships need to be much more powerful than equal player amount of single-seaters for any task. However the single seaters with outside mounted components are going to have a bad time when their powerplants and coolers take hits. That will basically start a ticking clock on how fast they must either win, escape or surrender, the more they abuse the already damaged systems by boosting to control the engagement the more those systems will degrade. And to repair them they have to stop and EVA...
@@EeroafHeurlin I wouldn’t even say “more powerful.” Parity would be a fantastic start. Even in the most simplistic terms, imagining a hypothetical ship with exactly 8x the dps and 8x the total “toughness” (shield/armor/general difficulty to hit/speed all added up) of an F7A would present a meaningful alternative to flying 8 F7As (assuming it had access to weapons that can hit them). The primary advantage of such a ship is that it does not degrade in combat power as quickly as the fighters do. Each fighter out of the fight removes a full 1/8th, while a lot of damage must be done to the multicrew to even get through the shields, during which time it’s not degrading at all.
But even that’s not what we have right now. A huge quantity of multicrew ships have just terrible crew combat power. Who is excited to log in and be the tail gunner for the Redeemer, Freelancer, or Hammerhead in a game with Master Modes that compels fights to seek nose-to-nose engagements and literally locks you out of being able to fire weapons and run away at top speed? Even the best turrets in the game are pretty meh. The Scorpius and Hurricane have viable turrets, but both have those turrets in the wrong place (they should be chin mounts for the front-arc-dominated combat of both 6DOF and even more so Master Modes), and both turrets are still pretty weak compared to… just flying two Corsair’s.
It doesn’t matter that the Corsairs are less maneuverable, the Scorpius can really only maximize evasion vs one, so a team should be getting shots in (this is, btw, what we see happen in basically all pvp tournaments that allowed multicrew-two fighters just pincer the 2-seater and take turns kiting it).
And your point about components would be more compelling if big ships could reliably hit fighters. Which is exactly why I am so focused on the need for flak / anti-smaller-than-yourself weapons. A ship’s toughness only matters when it gets hit, and big ships desperately struggle to land even single hits on competent fighters operating at their own range limits.
If your multicrew runs ballistic, one clean hit might do it, but now you’re ammo limited.
Run energy and you’ll need enough hits to knock down their shields and hit them again to have a chance at component damage-but the fighters have total control of the engagement range and can just drop back to recharge the fastest charging shields in the game.
This isn’t even a fighters vs large ship problem either. It’s a everything fighting anything 2-3 sizes bigger than itself problem. The Idris is gonna struggle to land those S10 shots on a Corsair as badly as the Hammerhead struggles to hit fighters now. Even S7 and S8 turrets on the Idris and Jav are gonna have pretty real issues vs the faster medium and large ships without access to flak.
I liked that the emergency light didn’t rotate synchronously
So guys: time to sell all ships with more than 2 seats 😂😂😂
Yep, no more silly SOLOing a large ship, that is just anal, people who expect that can just feck off
You know those videos where a small child sees their dad after they’ve chaved, and they’re utterly terrified?
That’s how I felt this episode!
I'll never say enough how Jared and his team makes this show such a great watch. I've watch every show, never missed one, and even if I deeply loved Wingman's hangar, my heart goes to your finished products.
I can't wait for this! I've been wanting to be an engineer in star citizen for so long!!!!! Thank you CIG for this!!
Who is this person?
Was very excited for this, sadly just got scrapped from 4.0. Yall need to change the title of this video.
Engineer your freight elevators to work. that will be impressive!
God I am so excited for this you're gonna see the community start reaching out more to one another to run bigger stuff it's gonna be awesome
Systems seem awesome for multicrew but I worry that if I’m running something like the cutty or c1 solo that it will be to much to manage all alone.
Nah. Should end up being that you will have to take breaks every so often to freshen components so long as you don't take damage. Or if you ignore the refreshes then surprise fires and explosions are back on the menu.
Probably those are gonna be fine. Spirit is a bit bad with components in back tho.
Connie and corsair are either gonna still be fine solo. Or terrible in combat cause you solo.
So excited for this, especially with the 600i rework!!
I hope that means 10 people in a hammerhead is still not going to be worse than 10 small fighters
That's illogical.
Think rather of it as fielded credits over fielded amount of people.
10 fighters is guaranteed to cost more than a 10 person ship, unless they're all the cheapest trash.
Way more difficult to coordinate too.
I mix of big and small ships should hopefully be the most powerful
@@TROONTRON By that logic, is the polaris going to be better than 5 hammerheads? It's gonna cost at least 5 times the hammerhead. You cant be serious with that reasoning.
It’s a completely different skillset and skill floor for 10 people to fly 10 separate fighters well as opposed to 10 people doing different but more focused tasks on a bigger ship.
Sounds like a fun test when this drops. A hammerhead with a crew of 10 vs 10 light/small fighters. Who will win, start AUEC betting
@@NutellaCrepe 💀💀💀💀 u are out of touch. We need a multicrew ship to be definitely able to take out a swarm of fighters equal to that same amount of players. Otherwise bigger ships will never find their way into fleets. Cut and dry. Don’t care about your edgecases or inclusion of situations.
A 10 ppl in hammerhead should have no problem against 10 gladiuses.
Great - someone paid attention and cig implemented presets- I love it also it can be used on other ships for engineering
Oh boy... I mean, personally, I love complexity in ship's systems and all but I can imagine there are plenty of people who don't want to deal with all the nitty gritty details. So, uh, with 4.0 you're also going to release an NPC crew member system right? :p
Life support is something that I been really waiting for, it will finally make this feel like a true space game.
Hellion a game released in 2018 had life support and it really gave it that survival feel.
And the power management seems to be inspired by FTL, which had a very good power management system, easy to overview and use instantly, so I am super excited for the life support & power management release. And those MFD's are just so good looking, presets is also such a good touch 👌
Why can't size 3 components be exchanged? Let me guess, because all the ships have doors that are too small?
Extraordinary, can't wait to try these very interesting features.
What a crazy job, you are incredible CIG. THANKS
CANT BELIEVE WE GOT TO WHAT?!?!?
This will be so sick in 5 years when its implemented 😊
"I can't believe we got the.." Ok my guess straight from my behind is that the next word is "the doctor" and in reference to Parker Terrell from the Plain Truth radio show that might be voiced by Peter Capaldi. Those leaked audio files of the radio show did sounded like him imo.
Or maybe it wasn’t a tease at all… and if it was a tease, it would not be something as mundane as that.
I think his last sentence was a tease for a long awaited ship to be released during the SitizenCon. Probably a captial, Orion, or the Railen.
This is just what I would've guessed though, so take it with a grain of salt.
Seems like NPC crew and AI Blades needs to be added before this Engineering feature is given this explanation.
It's one thing to encourage multi-crew endeavors via rewards and another to discourage solo play through punishing mechanics.
Yeah, i get jumping out of a seat and putting out a fire but if you want to run a c2, galaxy, carrack, and all other big ships, i want to have the ability to run it solo. Of course the npc crew wont replace real people but if they make it too difficult, it will drive people away.
The implementation of engineering gets me excited because, since they have to convert all ships to component ready, the Reliants will (probably , hopefully and finally) get some love
What is with shielddoors like in the Prowler?
Would not nearly every ship have them?
They probably woud be disabled if the Power goes down.
For that matter, we know that the Idris has air shields on it's hangar entrances and exits (as seen in the SQ42 videos). Hopefully, those will get added to most ships that don't have airlocks (which is most of them).
This could get interesting. I remember one time my C1 randomly lost power and started spinning in Orbit. I loved that filling of scrambling around to figure out what was going on. After 5 minutes I got back control of my ship, and it was the best feeling 😁
I remember flying in my Vulture and getting jumped by a pirate in a C2. My ship eventually went into soft death; and, it began spinning. When I got out of my seat, I was immediately flung into the side of ship through centrifugal force. It took a while to eventually open the hatch and go EVA.
Once there, I was met with the pirate ship, which tried to kill me with ship guns. I managed to dive below the line of his cockpit (he was nearly point-blank) and dove into his front cargo door (one half of the door was missing from previous damage).
After picking myself up from the floor of his cargo bay, I drew my pistol and snuck up to his bridge. I started shooting him in the head; but, his heavy armor gave him the time to get out of the seat and finish me off with his AR. It's was a pretty close fight though!
Jared looks like he hates master modes.
This looks fantastic, nice job CIG. Setting the standards for interfaces going forward!
This is going to be great, can hardly wait. 🔧
Given their track record prepare to wait 😂
Probably should prioritise effective NPC crews then as well. In my experience, the vast majority of ships flying around in Star Citizen, regardless of their size, are and likely always will be... solo crewed.
NOOOO! YOUR WONDERFUL BEARD!!!! BRING BACK THE SOUP BADGER!!!! 😢
Looking forward to seeing 4.0 at CitCon. This'll be the first year that CIG show it off and tease it, and it's going to be insane!
another promess, zero deliver
The mechanics look excellent, being able to quickly apply presets is cool, it will really add more reasons to have (and be) crew, and I hope engineering comes into its own as the game matures. However without changes to shield pools and the introduction of armour (armor) ships are likely to soft-death far faster than engineers can keep up with.
If we shoot ballistics through the cockpit/bridge of a ship, will it kill the crew?
Cockpits are made of see through metal. But I suppose if you have enough ammo and the crew just lets you once melstrum is in the game sure, it's possible physics wise.
@@callsigngrimdoll That would make the Ares Inferno *terrifying* to face in a multi-crew ship!
Please add hireable crew
Anyone else think this is getting overly complicated? Starting to sound like more unavoidable gameplay. So now not only will we we have to travel to 3 separate planets for component supplies, we also need to babysit all the components. Dude, I just want to fly.
This is what will make exploration gameplay actually have some jeopardy in the future - they have said for the most part you don't have to get involved if you don't want to.
If you don't fight people it won't really be an issue
@@QuotidianStupidity if only getting in fights was optional...
Engineering presets are really cool wow! Thanks guys!
The problem when making a game into the perfect real life simulation is that you also have to build the parts that are tedious and boring in real life and which are why we play GAMES in which the boring parts from real life are excluded. The ship management gameplay sounds incredibly boring. Managing AC? Managing CO2? Come on! I hope that the ship can self manage that or theres an option to switch that off.
even the guy who presents it seems bored by it. "If you thought ahead and bring spare parts"... come on. how often have I crashed into stations and lost everything?
btw I've been following this game since the very first kickstarter in 2013 or so. 11 years. But it feels like this is getting ridiculous. Dont get me wrong: I wish there was a way to make the engineering gameplay actually exciting and fun, but from what I see I doubt it.
You would think AI crew would come first
CO-PILOT, does he have a way to assist the pilot?
wow ... finally! real multicrew gameplay. I'm so excited for it ... but the most important question is ... are we finally getting Big Benny's noodles?? :D
LOL this aged poorly
Now 4.0 doesn't even include engineering. What a clown show this company is
I haven't watched ISC for a while now(listened to afew, but I've also been on a hiatus from SC until 4.0 comes out), and the beardlessness startled me.
With the engineering gameplay, Star Citizen will be beyond a normal game. What a deep core gameplay system, I love it!