An Architect Reviews Star Citzen's New Underground Facilities

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  • เผยแพร่เมื่อ 6 มิ.ย. 2024
  • In this latest installment, I'm going to take you for a tour through the epic new distribution centers in Star Citizen, formerly called "Underground Facilities." We'll be looking at what works, and what falls short in this complete overview.
    #starcitizen #bestgame #spacegames
    0:00 Intro
    0:47 On Approach
    5:11 Interior Design
    14:57 Administration Level
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    STAR-QB96-RV9B
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    Music by Epidemicsound.com and Pedro Camacho
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ความคิดเห็น • 251

  • @veliostv9089
    @veliostv9089 หลายเดือนก่อน +341

    Those things were definitely built with a by far higher player cap in mind than we have today. Can't wait to see these massive centers indeed come to life later on with people doing their business. I just hope CIG would move away from fps combat here a bit. Hopefully this is just some temp content until we can properly use the centers for missions, cargo, deliveries etc.

    • @TimmyMicBobbins
      @TimmyMicBobbins หลายเดือนก่อน +5

      Goated comment. And grand video

    • @nikkothegoblin
      @nikkothegoblin หลายเดือนก่อน +1

      Solid comment

    • @GZ187
      @GZ187 หลายเดือนก่อน +5

      As a new player I’m hoping for the exact opposite. I want a reason to bring my good gear in. I want risk associated with gearing up to go wreck some ai. The world feels so dead and I despise it. I am confused as to why outside of trade routes there are no contested areas, feels like a game flaw to me but maybe I just don’t understand SC

    • @cjlsniper
      @cjlsniper หลายเดือนก่อน +1

      i’m of the opposite opinion i want fps combat fixed first

    • @lostvayne9146
      @lostvayne9146 หลายเดือนก่อน +1

      @@GZ187 its called size. Can't have one and the other.

  • @graxxor
    @graxxor หลายเดือนก่อน +87

    I'm a professional interior photographer and have photographed well over 200 modern Tokyo and Osaka apartment, club, bar and social spaces for Japanese interior designers... That Covalex conference room at 22:00 minutes is absolutely incredible... It's among the best, modern Koukyuu Yugure shiki (Upper-echelon sunset-style) industrialist interiors I have ever seen. And the lighting is

    • @LT.dans_new_legs
      @LT.dans_new_legs หลายเดือนก่อน +2

      Wild. You take really good pictures of the inside of houses and stuff.

    • @jaikanatar4502
      @jaikanatar4502 หลายเดือนก่อน +4

      ​@LT.dans_new_legs He was citing his credential to support why this example was impressive given his experience with other things of the type.
      It wasn't a brag, like you thought it was. That's high school mindset

    • @graxxor
      @graxxor หลายเดือนก่อน +2

      @@LT.dans_new_legs Yes. I usually am contracted by a couple of interior design companies to take interior photos of new properties and developments in and around Tokyo, Osaka and Nagoya. Mostly high end sushi restaurants, "girls" bars and other shall we say "night" venues... Hotel VIP lounges and nightclubs etc. I don't do so many houses, though, maybe just a couple a year. Usually villas, mansions, yacht interiors and places normal people like me could never afford so the number is much more limited than restaurants and other public places.

  • @marty2129
    @marty2129 หลายเดือนก่อน +159

    Ah, angled surfaces, exposed concrete... that's Cyberpunk Brutalism. I like it.

    • @philipje1
      @philipje1 หลายเดือนก่อน +2

      What makes it cyberpunk and not just brutalism?

    • @marty2129
      @marty2129 หลายเดือนก่อน +4

      @@philipje1 Mostly the setting and the hi-tech dressing...
      Also, brutalism doesn't need those angled surfaces (dunno how to put it... 45 degrees from vertical?) that much, mostly just that exposed concrete part...

    • @jamesgale9722
      @jamesgale9722 หลายเดือนก่อน

      Sublime review as always Morph. What I enjoy is how you highlight a lot of the details we all miss and just take for granted.

    • @graxxor
      @graxxor หลายเดือนก่อน +3

      @@philipje1 real brutalism tends to be mainly simple right angles... take a look at 80s Akihabara...
      Cyberpunk uses 45 or even isometric 30/60 degree angles and accentuates everything to the nth degree.,..

    • @thedevilsadvocate98
      @thedevilsadvocate98 หลายเดือนก่อน +1

      Im just annoyed by all the scuff marks on the ground. Can Covalex not afford janitors?

  • @themike97_58
    @themike97_58 หลายเดือนก่อน +34

    one thing star citizen gets right more than it gets wrong is how they design their spaces. theyve done such a good job of giving different ship companies their own unique feel and giving spaceports their own feel. origin ships feel nothing like rsi ships which feel nothing like crusader ships. that kind of detail really sets the game environment apart.

    • @bones3915
      @bones3915 4 วันที่ผ่านมา

      Hahaha

  • @T3kRazor
    @T3kRazor หลายเดือนก่อน +24

    While not specifically related solely to these facilities, I noticed that the maintenance areas were still visible on your minimap. I would love for CIG to gate those areas' maps behind a security clearance, or a specific engineers terminal where we would have to download the maintenance maps separately. I think it would add more immersion and make exploring the tunnels more interesting.

  • @Togen2063
    @Togen2063 หลายเดือนก่อน +17

    Its crazy how real this feels, it feels like the evolution of a cargo hub that would find in a modern day port.

  • @mrkoddy
    @mrkoddy หลายเดือนก่อน +34

    I really like the distribution center, we can see CIG can make environments without magic teleports, interior design and level design are awesome, I really hope DC interiors will be in Stanton's space stations

  • @DennisSheltonjr
    @DennisSheltonjr หลายเดือนก่อน +7

    One thing I really don't understand with all the work that CIG puts into everything, is why is everything in the universe so dark, unless you're on a sunny side of a planet and outside everything is so dimly lit. Every ship every building, I just don't understand that. I'm watching this wonderful video just so dark

    • @UmmerFarooq-wx4yo
      @UmmerFarooq-wx4yo 20 วันที่ผ่านมา

      This must be the real millennium bug.

    • @steveredstone1711
      @steveredstone1711 10 วันที่ผ่านมา

      Because of lighting. Global Illumination can fix that, permanently.

  • @IAmTheAstralTraveler
    @IAmTheAstralTraveler หลายเดือนก่อน +13

    I love BG but its a crime that Morph isnt mentioned more in chat in game these videos r pure gold thank u for the videos broddie

  • @BestShifty
    @BestShifty หลายเดือนก่อน +42

    From what I´ve experienced they missed one key thing with the upper landing areas and that is that you can´t land a Spirit series on those without craming it in.
    That is a real shame because that is probably were you would land to transport VIPs with the E1 to such a facility.

    • @Maddock_
      @Maddock_ หลายเดือนก่อน +5

      boy they really don't like Spirits do they

    • @nydaarius6845
      @nydaarius6845 หลายเดือนก่อน +1

      @@Maddock_ a part of the wings should fold up when landing gear is out. that would level up the spirit so much.

    • @Maddock_
      @Maddock_ หลายเดือนก่อน +2

      @@nydaarius6845 Sure that'd work! It's just a shame they didn't catch that way earlier

    • @Taztorien
      @Taztorien หลายเดือนก่อน

      one struggles to put a cutlass up there its not for larger ships ... single seater light vessels only

    • @MastaSquidge
      @MastaSquidge หลายเดือนก่อน

      Skill issue. Crusader wants to make sure you can fly.

  • @percivalgraves521
    @percivalgraves521 หลายเดือนก่อน +8

    Hey Morph. Especially the interior of the upper section, featuring the shaped and smooth concrete, heavily reminds me of Controls Oldest House design. I dont know if you ever played Control, but a video featuring the Architecture of the Oldest House, where the game takes place, would be really cool.

  • @RobCoxxy
    @RobCoxxy หลายเดือนก่อน +21

    Looking forward to the blizzards rolling in on these locations on Microtech; give me the ME1 Noveria vibes, brutalist architecture and driving snow.

    • @velocitymg
      @velocitymg หลายเดือนก่อน +1

      That game trilogy is just amazing

    • @JTL664
      @JTL664 หลายเดือนก่อน

      Looking at these screen shots reminds me of the sci fi concepts of ANTARIK FOX (fantasy city, sci fi landscape) & DR. FRANKENFOAM (space station concept art) straight IMPRESSIVE

  • @juglansregia1433
    @juglansregia1433 หลายเดือนก่อน +4

    Star citizen is shaping up to be a timeless masterpiece, im glad i was a part of it 😢

  • @jackpowell9276
    @jackpowell9276 หลายเดือนก่อน +4

    Id like for stations to also have subtle material differences based on manufacturer. It would help give a bit of variety to the stations, especially for stanton, with the orbitals having a bit of their ground side counterpart in them.

    • @AgentXRifle
      @AgentXRifle หลายเดือนก่อน +1

      Even if it’s just parts of stations. I’d love to see terra/microtech get a more origin themed port, definitely would help!

  • @NinjaQuick
    @NinjaQuick หลายเดือนก่อน +2

    I think commenting on the scale being expanded in the storage space using inaccessible space is a great feedback, and CIG will no doubt see this video. As a concierge backer I would be happy if CIG hired *scale / background / vista* artists specifically to make expanded spaces such as giant cavernous spaces that the UGFs might be built into, and with these different spaces they could add uniqueness to each UGF with volcanic, dark, shimmering, etc. or even collapsed industrial from centuries past.

  • @lovlinator
    @lovlinator หลายเดือนก่อน +2

    I've had some fun FPS missions there. Looking forward to more immersive gameplay, with meeting/mission givers in the exec area, pay and access tied to being armed and armoured during meeting, or not ... and so on.

  • @OperationDarkside
    @OperationDarkside หลายเดือนก่อน +1

    Any new ship or building, that encourages you to create more "An Architect Reviews" videos, is a good one.

  • @thalastian_thundercleese
    @thalastian_thundercleese หลายเดือนก่อน

    I love these 'Architect Reviews' videos. It's fascinating to learn about design languages and concepts, and I hope CIG watch these because I'm sure they could find them useful! :)

  • @shaftoe195
    @shaftoe195 หลายเดือนก่อน +3

    Would be nice of these facilities were connected by roads. And roads had some minor towns around them. Some alive and others (maybe most) abandoned, dominated by outlaws and wild life.

  • @AAK625
    @AAK625 หลายเดือนก่อน

    Phenomenal video Morph! Finally got some time in at one of these the other day. What a blast.

  • @brandongarrett2309
    @brandongarrett2309 หลายเดือนก่อน

    Excellent guided tour, thank you Morph. Loving the 1440p widescreen too, so much better.

  • @sharxbyte
    @sharxbyte หลายเดือนก่อน +1

    I very much appreciate the detail and expertise you put into these!

  • @Caennuck
    @Caennuck 24 วันที่ผ่านมา

    I really appreciate this video Morph. I went there as a bit of a check box for trying out the patch. It was big, and with nothing working well it felt a bit cumbersome. Your perspective and detailed walk through made it much more interesting and meaningful

  • @zecumbe
    @zecumbe 25 วันที่ผ่านมา

    Awesome job with this video! A lot work put here!

  • @2nuckin_futz289
    @2nuckin_futz289 หลายเดือนก่อน

    I ABSOLUTELY AGREE with you about the scale and "WOW" factor of these LDF's(large distribution facilities).. The concept art was way better even the circular industrial doors that look like the close around the catwalk in the concept art would've been an awesome thing to include. great video once again man!

  • @Jess_2k
    @Jess_2k หลายเดือนก่อน

    As absolutely SICK the centres are inside and out my favourite part must be the layout from the ground or the air. The vibe is just SO awesome!

  • @Libertas_P77
    @Libertas_P77 หลายเดือนก่อน

    One of the best things about these new centers is that they incorporate full road systems. This is something completely missing from all other outposts and cities currently, whereas I know many of us would love to be able to do ground vehicle deliveries along highways along the planetary surface, not just all by ship and air. Maybe some day..

  • @p.e.s.t8305
    @p.e.s.t8305 3 วันที่ผ่านมา

    very nice footage and info as always. thx !

  • @BizzleMade1
    @BizzleMade1 หลายเดือนก่อน

    Thank you for such a beautiful and detailed video of this. Truly appreciated.

  • @stormwolf3255
    @stormwolf3255 หลายเดือนก่อน +1

    I like the distribution centre as a whole but I hope they can come up with enough variations on the theme so that we're not going to the same identical place copy pasted into different locations around the verse. I recognise it's a lot of effort to put just one of these together but they need to come up with variant layouts (especially the sneaky parts) and even hopefully completely different (external) architecture so that facilities owned by different corporations have their own look and feel so you can't just learn the layout of one DS and apply that to every one you visit.

  • @ZeratKJ
    @ZeratKJ หลายเดือนก่อน

    Thank you for the tour .. I will love to work in there :)

  • @yawnbox
    @yawnbox หลายเดือนก่อน +1

    i hope orgs can design and purchase their own versions of these

  • @Planum.
    @Planum. หลายเดือนก่อน +8

    4:44 can we talk about the npc worker who seems to have a very human behaviour

    • @positronikiss
      @positronikiss หลายเดือนก่อน

      walking?

    • @schlagzahne6741
      @schlagzahne6741 หลายเดือนก่อน

      ​@@positronikissexactly- not t-posing on a chair

  • @Mr.Riojas
    @Mr.Riojas หลายเดือนก่อน

    Looks really nicely designed. Good video presentation of the facility.

  • @stormycatmink
    @stormycatmink หลายเดือนก่อน

    This is the kind of thing that really builds immersion. People wave it off as 'I'm not going to be standing around looking at it when I'm running missions' may be true, but you will notice it. And even if you don't, most other people will. When it's done right, it just grabs your attention so you DO stop and look around. It's great to see the design team progressing so well into building and designing stuff. Now it makes me wish a similar attention could be given to the old areas. But can only go back and revisit old assets to many times.

  • @jhbk5
    @jhbk5 หลายเดือนก่อน

    These are some of my favorite additions and locations to the verse in a long time. It also really showcases where they are at with building interiors and the design goals of having multiple entrances into major locations (both legal and not). Places like this only make me more excited for the future and I cannot wait to see what comes next from the team that made these.
    With that being said, I am eagerly awaiting the inclusion of their gameplay mechanics. I prefer the non-combat gameplay loops, especially cargo, so I am curious to see how these locations will fit into the cargo routes. I know CIG has stated that the Hull C cannot trade in atmo, but the size of these locations beg me to ponder the question. Especially if they add a way for the larger ships to dock to the building with a sci-fi drydock or some sort of atmo docking boom system. As always, thank you for the video.

  • @Kokonutzlz
    @Kokonutzlz หลายเดือนก่อน

    Having a small animation of the head executive in their suite turn away from the window overlooking their site and turn to you to give you a big quest would be epic

  • @PEN0311
    @PEN0311 หลายเดือนก่อน

    And another Banger from the Resident Subject Expert.
    I can'y wait for these locations begin to come to life with local NPC ship traffic and activity.

  • @XPilotP
    @XPilotP หลายเดือนก่อน

    Great video Morph!!
    I can't wait for the day where buildings and distribution centres like these will be on a jungle planet surrounded by trees and dense bush.
    Or even on an ocean planet ooF! :)

  • @roninchan
    @roninchan หลายเดือนก่อน

    A flatbed truck on an Atlas platform would be amazing for future gameplay when weather is a bigger concern

  • @andrewcoulthard-clark
    @andrewcoulthard-clark หลายเดือนก่อน

    I liked what you were saying about windows expanding space - especially given how much time and money has gone into space and clouds - I hope they put skylights and portholes on the walkways of Vulcan, the Orion and the Idris.

  • @Strikox
    @Strikox หลายเดือนก่อน

    This distribution center architecture reminds me a lot of the intricate builds some players came up with in Satisfactory. You should check out the game and especially Stin Archi's Eden Project.
    As for Star Citizen I can't wait for all the industrial stuff to do there Cargo, Mining and so forth

  • @Nerun2000
    @Nerun2000 หลายเดือนก่อน +1

    I feel like it's 99% of the time about combat and FPS, I would much rather see those centers be in the focus of trade/trading. Sure pirating and stuff can be a thing and trading is always more exciting with a bit of risk involved. But I would just love the centers to feel more alive and useful instead of being a place for the next FPS shootout (again). Maybe the new cargo missions or goods and reputations will come in handy, so I won't complain too much yet. At least we saw some potentially interesting stuff at CitizenCon regarding new/different container types, reputation and trading stuff in general.

  • @Taztorien
    @Taztorien หลายเดือนก่อน

    there are cargo box mission that use both the main facility and the out smaller locations. lots of fun using a mule my self

  • @reamoinmcdonachadh9519
    @reamoinmcdonachadh9519 หลายเดือนก่อน

    I have visited one, and plan to do so again, with a more leisurely tour in mind

  • @MikePhilbin1966
    @MikePhilbin1966 หลายเดือนก่อน +1

    Every door interaction, especially the tiny doors into service areas, if only CIG would bring the hand out, when in-reach and looking-at... then it would make THE DESIGN OF DOORS more sensible (you know, rather than just THE OLD USE BUTTON which is all this new UI is). And I don't mean 'leave the UI then have the hand press' as that leads to snatchy or grabby animations that'll always be too fast, by physical limitation of the human skeleton under the camera. If the hand is naturally out, the hand-shape can show which detailed hand animation will play, when you click.

  • @NightVsKnight
    @NightVsKnight หลายเดือนก่อน

    Overlooking their near carbon copy between locations, I do still find them fascinating. I would expect an industrial complex this large to have some sort of medical med on site. They should have two of these facing each other 1-2K away in a big valley for "Red Vs Blue" pseudo capture the flag type of events. Allow tanks and all sorts of vehicles to be spawned and used during the assault.

  • @we-zenchen2987
    @we-zenchen2987 หลายเดือนก่อน

    This really COOL area 4 ground mission
    I can't wait to take a look!

  • @Cornerboy73
    @Cornerboy73 หลายเดือนก่อน

    I think they are incredible facilities, they must have been working on these for years. Definitely looking forward to seeing them evolve but even now in their current state, they are a welcome addition to the game.

  • @Miner-dyne
    @Miner-dyne หลายเดือนก่อน

    Beautiful in an Alien-esque dark way. I like the feel.

  • @hansyolo9649
    @hansyolo9649 หลายเดือนก่อน +1

    Great video as always Morph. Man this is just one location, I can't wait for you to analyse the myriad of unique locations in Squadron 42.

    • @mightymcphee4228
      @mightymcphee4228 หลายเดือนก่อน

      its not out yet is it?
      been a couple years since i checked in

    • @Cmdr_V
      @Cmdr_V หลายเดือนก่อน +1

      ​@@mightymcphee4228 no but they're closer then ever.. maybe release date this citcon foreal this time? Who knows lol

  • @sungaze7424
    @sungaze7424 หลายเดือนก่อน

    You can’t spoiler things to me if I only listen to the audio,and I love how you described it ^^

  • @antoniovinciguerra8982
    @antoniovinciguerra8982 หลายเดือนก่อน

    This whole things gives me major HD hq vibes and it‘s really what it should have been. Here‘s hoping they revisit it and add landing pads and offices and maybe even rentable spaces
    Thanks for this review and the footage was phenomenal

  • @davidlondon9242
    @davidlondon9242 หลายเดือนก่อน

    The exteriors feel inspired by some of the bases and large facilities in Ghost Recon Breakpoint. I can't wait until we have more missions and activities associated with them. If would also be nice if CIG extends the resource management system to the distribution centers to allows maintenance jobs at the location as well and conversely opportunities to sabotage these facilities as well.

  • @garrettthefrank1903
    @garrettthefrank1903 หลายเดือนก่อน +1

    CIG cooked with these visually. And they made the existing mission design feel fun somehow

  • @latech7671
    @latech7671 หลายเดือนก่อน

    Man, based on this video alone I am so excited about your probably multiple Architect Reviews of Squadron42 locations once SQ42 releases. I mean, this is still made by a small team of CIG after all (it was made before SQ42 staff started transitioning to the SC Team). And based on that and the content we saw in the gameplay shown so far I honestly am a bit concerned about the length of those videos 😂

  • @asiftalpur3758
    @asiftalpur3758 หลายเดือนก่อน

    incredible cinematics. This is why I wait for your takes on things first

  • @EPCreative
    @EPCreative หลายเดือนก่อน +1

    100% Black Mesa vibes. Makes we wish we can some day get a dist center owned by orgs

    • @Mgtow_Monk
      @Mgtow_Monk หลายเดือนก่อน +1

      The curious thing is from the main facility to the outlying facilities is only half the distance of the smallest property claim you can have as a player. To give you an idea of how big that cig expects player buildings to grow.

  • @mattoverton5526
    @mattoverton5526 หลายเดือนก่อน

    Seems to be a common theme that security is divided and then allowed to be conquered by the architecture.
    Split entries require multiple security staff locked in place, whereas a single entry would allow the same number of staff to roam or patrol a little. It might make sense for high-traffic areas like the big cargo entry. Yet not the Executive Entry. There aren't a lot landing pads at the upper level so the number of people who could land at these entries isn't high. Why have two doors?
    A single entry under the awning could then allow 3 doors within the 3 walls created to a grand sub-lobby executive area, and separate staff and 3rd party crew entries each leading to separate controlled areas to suit each group with suitable access from there to the facility.
    It would be nice to see a couple of grades of concrete used in different areas. With, say, a honed, even white cement used for the upper floors compared to stock grey cement in the lower areas. Or is that the lighting playing tricks. After all, your brain should create a white and black point so the upper levels should not be gloomy with all that much sky visible.

  • @Sarsour_
    @Sarsour_ หลายเดือนก่อน

    Awesome content! exciting update

  •  หลายเดือนก่อน

    Best star citizen videos on the internet please dont stop uploading! :D

  • @sirnukealot84
    @sirnukealot84 หลายเดือนก่อน

    Man the main love lobby gives me mass effect citadel vibes!

  • @Mgtow_Monk
    @Mgtow_Monk หลายเดือนก่อน

    Just so people know what was shown was the ground level and upper areas of the DC. The facility has a larger underground area via elevators that was not shown that and I didn't see the cargo area with the door coded entry.

  • @Kehvan
    @Kehvan หลายเดือนก่อน

    11:13 - Frankly, I want this as something the player would use.

  • @KriLL325783
    @KriLL325783 หลายเดือนก่อน

    Pyro settlements have similar secondary paths around the peripheriy or underneath with routes going to key locations for missions, like you can sneak into a settlement and turn off their power.

  • @AlexanderMielchen
    @AlexanderMielchen หลายเดือนก่อน +1

    I think one problem with special feeling and grand visuals is the fisheye effect with the 21:9 aspect ratio you’re using, the sides are stretched a lot and in my opinion this effect takes away from what a wider FOV should give you. Sadly the FOV slider in the settings doesn’t go low enough to provide a proper un-stretched image.

  • @TopDrek
    @TopDrek หลายเดือนก่อน

    Would love to see the outlying facilities connected with roads.

  • @jonahhekmatyar
    @jonahhekmatyar หลายเดือนก่อน +1

    The only thing I wish was that there was a bit more lighting in the main inner area, at least for the fucntional DCs.

  • @Oluabayo
    @Oluabayo หลายเดือนก่อน +1

    I hope they add in simple jobs like driving cargo trucks around there:)

  • @Sealreth
    @Sealreth หลายเดือนก่อน

    Really love the HD type architectuur/design :)

  • @warren3174
    @warren3174 หลายเดือนก่อน

    Great video. Thanks

  • @MattsFiefdom
    @MattsFiefdom หลายเดือนก่อน

    Great video as always :)

  • @reamoinmcdonachadh9519
    @reamoinmcdonachadh9519 หลายเดือนก่อน

    It's designed for a mix of play styles, and populations of player/NPC, but overall it's for larger game play scenarios with groups and teams and Orgs in mind. The solo player will be just a bit part player in these majestic places with their many approaches to traversal etc.

  • @scdeluge
    @scdeluge หลายเดือนก่อน

    Overall amazing and gives me confidence for future building interior but I agree that the scale of the elevator control room feels a bit off. It sits so far back that it doesn’t really seem like it would provide good overview over such a cluttered space. Wish it was closer or over the drop off to provide some verticality and give more cargo crane vibes.

  • @anthonyclare6750
    @anthonyclare6750 หลายเดือนก่อน

    Great spaces, can't wait to play in them

  • @Primarch_Vulkan
    @Primarch_Vulkan หลายเดือนก่อน

    The main lobby of the upper area reminds me of Noveria in Mass Effect.

  • @Wildjesta
    @Wildjesta หลายเดือนก่อน +7

    > "I wish they could shine with their initial release."
    Yeah, but, usually when games are developed, it's one step at a time. If this was a release for an exist game that's been LAUNCHED officially, I'd agree with you here. I understand it's probably part of the fun grandiose language you've been using in the video. But, I don't think it's fair to say these stations have been "released" when the game itself hasn't. It's simply being implemented one step at a time for testing!
    My own little nitpick of script used, otherwise, amazing video, as always! ❤

    • @MontySaurusRex_
      @MontySaurusRex_ หลายเดือนก่อน

      That's the secret, the game will never 'release' so they can drop unfinished and half baked ideas that they completely change a year later because they abandon it.

  • @garrettlee4463
    @garrettlee4463 หลายเดือนก่อน

    God I can't wait for the missions to get added so I can spend every in-game second doing missions at these facilities.

  • @sythiktv
    @sythiktv หลายเดือนก่อน +5

    The last time I was this early, my wife left me

  • @rorythomas9469
    @rorythomas9469 หลายเดือนก่อน

    The complex at 1:30 seems to be a gas or a fuel storage facility which you would want to keep away from the main facility for fire safety

  • @magvad6472
    @magvad6472 หลายเดือนก่อน

    Yet again, the visual concepts/texture/and level designers are carrying the game on their backs. Shame we can't get the gameplay to match yet.
    The space looks stunning, I love the angular design and it looks truly iconic. I think this style would do wonders as a "Hurston" style industrial base. Like I'd love to see the Loreville factories kitted up with these types of interiors for gameplay that doesn't require a QT.
    However, for basically any other planet this style is just too specific to Loreville/Neo-industrialism. Hopefully they can remap these rooms with new visual kits to keep the pathing/layouts but make them better match other companies. Like having a Microtech style version of this set in white and more smooth lines would be really helpful to keep it feeling fresh. As it stands the current iteration is 1 building with some different exterior decor layouts pasted 10 times into the game...bunkers all over again.
    The central elevator room was very disappointing but the rest of the spaces exceeded my expectations from the concepts. Definitely wish the central room was larger but they probably just hit a wall with the scale of the building and didn't want to redo everything to match.
    I don't think they can make the space bigger, maybe that central control room could be scaled down, it looks unfinished. You can't even see inside. It looks genuinely placeholder to me. Probably because they haven't gotten to elevator functionality and that room would control the elevator.
    I do worry, if this was to be the future of interior level design, it doesn't look like it slots much into what could be future locations outside of the context of UGF...that was seemingly what the big sell was here...not just the space, but the movement away from bespoke design and into modular design that allows them to build an library they can quickly push out future content with.
    If that library is just 1 UGF building with party shuffle assets around it? Idk, seems unsustainable. The central building is just too bespoke and so clearly 1 building every time. No variant modules to break up the silouhette, no reuse of building assets from the planet to give it a sense of unique identity to the planet it is on, etc.
    MAYBE they can just shuffle the assets quickly, but I was hoping they'd be maturing to a pipes system in order to meet demand, not just remaking spaces from the ground up but with legos. That works for making trailers and marketing...that doesn't work for gameplay and pathing and procedural scaling.
    ___
    The exterior is missing roads, which is HOPEFULY because they want roads to have functionality assigned to them and aren't going to waste time on something that will have design attached to it and unique issues they will not want to clash with.
    Overall, it looks great, but again, the lack of roads in the game makes it hard to produce any kind of scale.
    This is the same issue with no rivers or fauna on planets that can give us a sense of scale.
    IRL, cars are the KEY way to quickly get a sense of scale from an IRL picture and Star Citizen just doesn't have that standard. Small vehicles vary too much in size from a PTV to a Cutty...you're not really going to be able to get an understanding of space that way. Having caravans with standard sizes or trucks would be huge.

  • @zeta4687
    @zeta4687 หลายเดือนก่อน

    can't wait to do cargo mission between these facilities
    this new type of facility has way more completion than any others
    i can explore it all day and make tons of screenshots looking out the windows, which i always want to do but can't because of the lack of massive windows on ships or facilities

  • @zwojack7285
    @zwojack7285 หลายเดือนก่อน

    18:22 reminds me so much of Mass Effect

  • @jacobtasker1666
    @jacobtasker1666 หลายเดือนก่อน +1

    I wonder if more lighting in the space would give that sense of missing scale. (Show the negative space instead of hide it in Shadows.)

  • @CV-bz7ym
    @CV-bz7ym หลายเดือนก่อน

    I'm just here for the cool videos!

  • @Human_Like_Creature
    @Human_Like_Creature หลายเดือนก่อน +4

    ANVIL IS LOVE, ANVIL IS LIFE

    • @L.Bomrek
      @L.Bomrek หลายเดือนก่อน

      Screw anvil! Drake eternal!

    • @atlasgeorge5874
      @atlasgeorge5874 หลายเดือนก่อน

      Cone nipple people will rule this universe!

  • @TelloHacliah
    @TelloHacliah หลายเดือนก่อน +1

    I hope they redo all the cities with roads as they add those in, most cities feel like facades as they are currently.

    • @heru_ur6017
      @heru_ur6017 หลายเดือนก่อน

      Because they are. The buildings are even scaled down to give a forced perspective of size.
      SC looks pretty from far away, just dont ever look too close.

  • @supermassivegamehole2269
    @supermassivegamehole2269 20 วันที่ผ่านมา

    Can you spawn ground vehichles anywhere qt the distribution centers?

  • @CatsAkimb0
    @CatsAkimb0 หลายเดือนก่อน

    The main elevator area needs more lighting. Real distribution centers are lit immensely for safety.

  • @cobaltblue1975
    @cobaltblue1975 หลายเดือนก่อน

    @23:28 Or missions at facilities where you DO have good rep and need to keep it that way.

  • @primeministerprinz2695
    @primeministerprinz2695 หลายเดือนก่อน

    You know what i see? A street circut. The Convalex F1 Grand Prix presented by Star Citizen's Noodle Bar.
    (Presenter 1) I think the Aegis Agustov Lockheed Martin team is the favorite team to win today.
    (Presenter 2) Idk about that one because the MISC Platinum star miles team is coming in on a high note from the past few races!
    (Presenter 3) Well how about the Esperia Sloppy toppy F1 team? They have done massive RnD work coming into this race. Both of your are going to get the sloppy when they are on toppy.

  • @zachhoefs9543
    @zachhoefs9543 หลายเดือนก่อน

    Asgardian Morph isn't real, he can't hurt you
    Asgardian Morph: Exists

  • @WaveEchos
    @WaveEchos หลายเดือนก่อน

    I got flashbacks to satisfactory and vertical conveyor belts

  • @EdwardDragon96
    @EdwardDragon96 หลายเดือนก่อน

    Thanks for the video. I sadly havent really been able to check them out out yet because the PTU has been a dick to me so far.
    I only managed to see some of the lower levels but couldnt find the elevators to go up. Landed in a Hangar, walked into the employee lounge and fell through the floor.
    Havent been able to get i to one since because the servers going into error every 30 seconds.

  • @Souchirouu
    @Souchirouu หลายเดือนก่อน +5

    Seeing this just makes me want CIG to add a power washing mini-game xD

    • @SmokingGun39
      @SmokingGun39 หลายเดือนก่อน

      Like salvaging?

  • @MrMrDigga
    @MrMrDigga หลายเดือนก่อน

    Great Video, these locations look awesome but i have something mega OFF TOPIC:
    Organizations need to finaly have a impact/use/etc. Currently it makes no sense to even join a ORG except u hardcore roleplay.
    There is no need for Orgs currently, and the argument "you get to play together with a lot of people" does not even count imo cause i can do that without an ORG as well.
    There is no benefit to it and also no disadvantage.
    A huge step would be something like a Group marker that you can turn on/off for ppl in your Org so you know that the guy who is selling stuff at Brios is actually a "friend" of yours and not an enemy that can be robbed for extra profit. (small orgs might not have a problem with recognising members but lets get above 50 members and this is a must have if u ask me)
    before i write down a whole book on what i think is NEEDED ASAP to make ORGS usefull i just write down a few things:
    "ORG owned" i means stuff that the ORG as a group has bought/build so everyone (who is allowed to) can use those things.
    ORG owned Hangars/Stations/Ships/Vehicles/Armory/Shops/habitation etc etc. Something to work towards as an org that would take ages to get solo
    ORG owned insurance for all the above so the newbie who crashed the Cutlass wont have to pay for it
    ORG Chat, like wtf come on why is it not in alrdy (probably because of servers dont roast me guys)
    ORG Bank account, with something like taxes so it will fill up on its own. But that system needs to be thoroughly thought through (wow) so it cannot be abused by the Org owners/admins etc
    ORG Reputation system. (towards npc Factions and maybe even different Orgs in the future)
    Actually CIG does not have to put in a extreme effort for that, just look at WOW or other MMORPG´S Guild/Clan/Org Systems are easy to make and bring a lot of Gameplay without even adding gameplay. But just like the ORG chat i think servers make this a big Problem to incorporate that into the game at the current state
    Btw sry if i F´d up the text, not a english native speaker and actually way to lazy to correct errors :P
    i hope we can make this a big discussion and i probably think about posting some more detailed ideas on the SC Forum or elsewhere so it can be seen etc.
    Thy for reading if u did, have a good one

    • @PrograError
      @PrograError หลายเดือนก่อน

      I think it could even extend to ORG owned bases with custom area warning/ SIGINT for when you want to create ORG activities within the boundaries of the base, like CTF, CQB training, etc. .
      If they really want to, they could add ORG supply missions in case they want something like those large engagements stories of EVE where you need GTA level of heist prep to pull off.
      Go nuts or go home, right?

  • @ralaxgaming
    @ralaxgaming หลายเดือนก่อน

    I’d use a spirit for cargo runs and lugging around vehicles to play with o7

  • @aaronpaul5990
    @aaronpaul5990 หลายเดือนก่อน

    the stairs at 13:40 are cool looking but ... they look like a accident waiting to happen. Just imagining carrying a box up those or being blind you will get stuck below the next step so easily xD

  • @themarveluniverseonline
    @themarveluniverseonline หลายเดือนก่อน +4

    I will alway notice how devoid of activity these places are. No matter how nice the designs are, without activity, they'll always feel empty.

  • @isken6593
    @isken6593 หลายเดือนก่อน

    When did they put a map and controls on the HUD? 😮