@@skate-vision sorry but no. You can whine and cry as much as you want. CIG knows better than you. They have the capital and vision of something greater than any endeavor that’s been made in the gaming space. Go take your pessimism about their development or your feelings of betrayal or what ever for them not delivering “what you want. When you want it” and take a long walk. Maybe don’t come back to their YT. Give yourself some space and move on.
@@skate-vision you are assuming that the same amount of money was earned without the episodes, what is doubtful. Beside, apparently the episodes are funded by subscriptions, extra money many are willing to pay, me included.
I am not crying, you're crying - Thanks Disco, it was my honor to get the ball rolling and watch everyone take off and run with it. Proud to be called "Wingman" to this day - proud of my friends at CIG and what they are doing, and this made me a bit misty - but as Disco said, couldn't be done without the fans.....and for those that don't know Disco was one, that we featured a lot on Wingman's hangar cause he was very funny and sent in amazing content - the fans have always been the best part - congrats on 500!
@@chrisolsen5280 Thanks I am doing great, am the Chief Creative Officer on the Unioverse - we are releasing a Hoverbike EA mini game. I miss my friends on Star Citizen and I loved doing WMH - probably going to start doing something like it at new co fairly soon.
@@GizStudPrez Thank you for the great time back then, we are all getting older. I really enjoy that i was part of the first 20.000 People that had an amazing time with you Wingman!
@@Krugmaster It was a blast, and we didn't have much to show in the early days so we got to highlight a lot of cool fans and their contributions. Which were many. I still loved Hazy thoughts, Allistair Fitsmithy, Pete the weather man, our Oompa Loompa skit...just so much creativity....not everything worked, but some of it did, and that was gratifying.
The idea of trying to bypass security/blockades at jump exits by intentionally failing a jump right at the end at cost of needing repairs sounds like it could be fun.
It'd be cool if you could even prepare for that with equipment designed to handle the damage better be it jump drives or shields as well. Could maybe be a trade off point in choosing parts.
@@SteinbergerGPPRo Considering it deals distortion damage, I imagine you can remove the distortion damage with the multitool attachment, forgot what it was called. The charge/drain gameplay.
Doesn't sound like it'd be particularly useful to do. Security would be scanning you going in, and the exit points are going to be so scattered as to make blockading the other end nearly impossible anyway.
@@CurtWatson - I'm sure they're scattered enough that you couldn't, say, lay out a minefield. But you could have craft standing by to quantum and interdict arrivals since they know you'll be _close_ to that area. It sounded like if you biffed the Jump you could end up way farther away, just in a slightly crippled ship.
Sounds like security will be outgoing rather than incoming as your destination isn't determined. That's why a transient jump point would be useful, so you can leave the system without going through TSA.
When you listen Jared sound's effects and see big benny machine into quantum, you know this is not a filler episode. Some real effort have been put in place.
Congtats on the 200th (or 500th). Having joined in 2013, talking back to ATV and WMH really brought back a wave of memories. Thanks for keeping the ball rolling. The video content is a great way to follow the project in all it's ups and downs, twist and turns. o7
Great episode Jared. 👍 I just have to say I really miss Ben L. His enthusiasm for this project was so infectious. Around the Verse will always be my favorite show that you guys have made. I just really liked that format.
The tribute at the end was fantastic. I know lots of folks have their opinions of Star Citizen but I have to say that I agree, I have never seen any other developer provide as much insight into a game. Amazing work!!
As a long time backer I found it kind of insulting honestly. The fact that they pretend they care about the people who actually made this possible is kind of laughable. It was only a few episodes ago that Jared was scoffing, on air, at a 10 year backer who said they were disappointed in the radical direction change of the game. THAT'S Jared's real opinion of backers, revealed in tiny moments when the mask slips.
Which makes you wonder-is Tony Zurovec still present and accounted for, an part of the economy team, or locked in a crystal palace speaking in tongues through a transient wormhole? Those things may even coincide, but regardless, having his name be at the end like that was a bit foreboding...
Congrats on 500 episodes and your dedication Jared and team, means so much to us backers! You have really shown the development of Star Citizen inside and out through all these years! Thank you!
Thank you Jared for all your time and effort and thank you everyone at CIG for making this awesome game. Lets hope for many more awesome years together.
it does look good, but still a bit standard without more features to define each manufactuer, definitely a big step forward again.. hoping q4 we see pyro and q3 is testing, because we know we aren't with 2 months 2 weeks left to get 3.24, test pyro and launch it in that time, i suspect a mid to late q4, unless somehow things go extremely smooth in testing which is usually rare.
Translated to spanish a lot of Around the Verse and watched the born of ISC. Proud of my work and memories. Thank you guys, keep uploading. ❤ I held the line! o7
I still think the circular jump gates would've fit the game. Of course jump points are naturally occuring, but in order to stabilize them humanity set up these gates. That would mean a jump point to pyro would either have no gate or a very old one that's not maintained at all. Same could apply to other solar systems that are not part of the UEE. Another design flaw for me, why can't I enter a jump point at any time and have to hail ATC? Is it some kind of sentient being I have to ask for permission to jump? A gate around it would make a little more sense, but not much. Also no jump point size restriction could lead to balancing issues, why should I haul cargo with a Hull-B instead of a C, or a Hercules? Picking a bigger ship should come with downsides like longer travel times through safe space or a more dangerous and quicker route through low sec space. Also don't like that it's a one way tunnel, this could cause massive wait times once thousands of players play in one shard. Think of the Suez canal but in space...and depending on the system you're in, pirates as well. Hitting the walls should be a death sentence, or you end up in outer space, not at the edge of the system you came from or go to because min-maxers will find the perfect spot to leave the tunnel with no repercussions. Yes please bring back hazy thoughts, and Mark Skelton along with it! ;)
I like the idea of a natural jump point. It’s unique in sci fi, and closer to an Interstellar wormhole than something like Stargate. The ATC function seems to be gameplay driven. Likely because the server “pocket dimension” you enter when inside the gate is not an infinite amount, so they can’t have 1000 separate pocket dimensions. It’s probably a lot easier to track one group using the same pocket dimension, swapping servers at the same time, than doing it individually. That being said, long lines are probably not gonna form. People likely won’t be jumping back and forth between systems after the novelty wears off. It’s so much more efficient to jump within a system. Besides, long wait times ARE a form of balancing. Don’t want to deal with the traffic of a jump point during rush hour? Take your chances with finding and traversing a transient jump point. Hitting the walls isn’t without consequence. Large amounts of distortion could permanently damage your components if that’s how they work in future patches with engineering. If you don’t have an engineer, you have to get out and do it yourself, replacing fuses and rerouting energy. It should absolutely NOT be a death sentence. If anything, dumping you far in the system is worse than death, since you could always respawn at the jump gate RnR stations. Dumping you at the edge forces you to wait even longer to get back to the jump gate and re-enter the queue. That is a massive incentive to jump successfully the first time.
Pretty sure there are (or at least could be) two parallel one-way tunnels. Avoiding oncoming traffic when some of that traffic is trolls trying to ram you on purpose is not fun.
As long as the drop-off is random enough it really can't be reliably taken advantage of for trading etc. It could pretty easily also be made extra-punishing by ensuring the random drop-off is *always* at least 70GM (or 100) from anything with a QT beacon and have a large zone in the middle of the tunnel where it's going to be random which system you actually end up dropping into. Most small ships can't even make those kind of jumps so they need to call for support (fuel and/or tow), cargo ships running fast QDs are also probably in trouble especially since not everything with QT beacon is going to have fuel services.
I don't understand the justification for removing the ring. Makes plenty of sense that the structure helps stabilize and would be what opens the jump point. More so than the ship magic shooting it open. Transient Jump Points would be less reliable because they don't have the rings to stabilize them
First, I thought the same. But seeing the jump points as anomalies, it actually makes sense that they removed the rings...although it would be pretty cool to have em (Cowboy Bebop vibes and such). I like both ideas and tbh, I'll be perfectly fine without the rings. 😁
@@ksl-988 maybe for stanton, but pyro? Nah, plus again an anomaly you can't really control, it was found by accident through a leak, they're not really controlled more like a hyperspace lane that exists and you have to know like star wars there's no infrastructure just the known mapped lanes.
Though the leak origin story makes me wonder why you now have to "attune" yourself to it to use and it pushes you away on approach if you haven't done so. These things sound mutually exclusive.
The whole “shotgun exit” to avoid campers must be the justification, I can agree with that …but the whole “magic shooty laser” to open it looks kinda cheese, not everything needs to have a visual …still, GIMME!
That sounds like a you problem lmao go do something different for a few years and come back surprised! Last time I saw this game there was a single hangar you couldn't leave and now there's talk of a new system
Wow. The throwbacks. We were there. You are such a great community manager. Thanks for all of your work CIG. We see the dedication. We are here for it.
We love you, Jared and the entire Wingman's Hangar/Around the Verse/Inside Star Citizen team. Thank you for giving us a look into the process of game development that is Star Citizen. 🎉♥️✨
*_Eric 'Wingman' Peterson_* _and_ *_Ben "Loaf" Lesnick_* _are missed_ *_a LOOOT_* , _hopefully one day you can bring them back at least to say_ *_Hello_** :D*
Fantastic work! Looking forward to jump points and wow... 500 episodes starting with Wingman's Hangar! Quite a legacy. (And it was a privilege to get to be a tiny part of 66 WMH episodes. Thanks so much for that.)
Am I the only one who thinks removing the jump gates was a mistake? It made perfect sense that they were there to help keep the jump point stable. It was visually much better than what I've seen since removing them. Also, it gave players a visual thing to fly towards. Much more so that some bright light. Also, the jump point would have to be monitored and controlled by whoever the power structure is in that area. What better way to do that than with a jump gate that could monitor who is going in and out of the jump point
I was there when Sandy and Ben hosted the first Wingman's Hangar! Watching this project grow into the behemoth it is today over the last 10 years has been absolutely surreal. I honestly can't believe it's still going and we're finally getting to a point if seeing the light at the end of the tunnel after all this time. My life has changed so much in 10 years, going from my mid 20s to my mid 30s, it feels so odd comparing the state of the game now to just the little hangar we could spawn one aurora or 300i inside... I still remember the gigantic cheer from the crowd at the first CitizenCon when the NPC actually picked up a helmet, flipped it around, then put it on. And I'll never forget the video they made after one year showing the first year in review, and having proud tears of joy when CR yelled something akin to "...and now your generosity has pledged a total of 50 MILLION DOLLARS!!!" in said video. I am shocked, but mostly just proud to see they've grown from just one little studio in a basement where they launched the original crowd funding project, to where they are now.
Sandy and Ben DID NOT host Wingman's Hangar - That was hosted by Eric "Wingman" Peterson. Sandy and Ben hosted "Around the Verse". That was several years AFTER Eric left to start his own failed Kickstarter game.
Also proud of the progress they’ve made. Long term projects like this are so rare. The fact that it’s finally starting to come to fruition with the release of SQ42 and the dawn of multiple systems and server meshing on the horizon, make this such an exciting time to be a Star Citizen.
We know we have allot of issues with Star Citizen, but I really appreciate these these episodes and the honest approach. Keep up the good work and thank you!
Nah the ring is cliche and overdone. The natural jump gate is awesome and closer to a wormhole a la interstellar. ATC is likely a server related mechanic (way easier to track multiple assets in one wave vs one ship at a time, and it makes sense, because too many ships entering at once could destabilize the jump point.
And i thank YOU Jared and the whole crew that i could watch all the amazing content you gave us. Made me a proud supporter of star citizen. I raise the glass to another 500 episodes! Cheers!
This reminds me of the wormhole VFX of star trek DS9 (that r still good) the good news is that this is still a WORK IN PROGRESS, so given how much VFX Technology has improved & advanced since then its NOT far fetched to expect the final visuals to TURNOUT just as good.
Much love & appreciation from the Star Citizen community. We've had our up's & down's , but there is no one we'd rather have started this journey with. Thank you CGI! Thank you! o7
@@CathrineMacNiel and the Jump ring kind of fits the narrative of the lore also as it could continually be leaking quantum fuel to keep the jump point open. EFIT: or if for some reason ATC needs to be called for coding reasons, the ring starts spewing quantum fuel to open it after ATV is called. Gives a common sense reason to call ATC to jump.
I'm really disappointed they got rid of the ring/structure around the wormhole. No matter how spectacular and flashy they make the wormhole look, flying into a spot in open space won't be as cool as the feeling of going through a giant gate.
Thank you CIG. I've only backed since 2020 and I can tell you this is an experience like no other. Watching this episode gave me chills and about made me tear up. Thanks for all your hard work. It definitely does not go unnoticed.
I love the grandeur of the jump point experience. I think that while it might be elaborate and complex to design and code, it fits well with the product that star citizen is trying to be. I’d be disappointed if I waited 10 years just to get flushed down a little pipe. Great work
I liked the part where they talk about how you can look at the shimmery walls and get impressions of the system you're leaving, and watch them gradually give way to the system you're traveling to. I think that will be a subtle but extremely cool effect, and keep the tunnels from becoming too "same-y" after a while
Congrats on episode 200/500! ISC has been a highlight of my week since I started following the project during 3.17. Thanks Jared and the team who make it all possible!
This video is so hype. So many updated ship UIs, and 3 minutes in a QT jump? That is awesome!! Great work and congratulations on 500 videos! Truly amazing. Props at recognizing all of the past contributors and guests.
@@QuotidianStupidity you don't need video timing to know if features are ready. Do you see 4.0 being tested on PTU already? Because it takes CIG 2 months to test 3.24, which is 10 times smaller than 4.0.
i see your hesitancy, but of any of the CIG employees, i would peg jared as the most cautious for announcing timelines. targeting a few months from now would put them at citizen con. a month passed initial Q3 target, yeah... but definitely a more exciting opportunity for releasing it.
I look forward to ISC every week and I’m always so excited to see what juicy information we get to take a bite of every Thursday! The production quality of these episodes just keeps going up and up too. Huge props to everyone involved!
These Star Citizen videos are the longest running program of any kind that I have watched over the years. The continued effort is fantastic and i'm still excited and tune in almost every Friday to watch them. Sometimes eye opening, often entertaining or exciting but consistently it shows the passion of those involved. Thank you.
Feedback: Personally I don't like the que system at all, but I understand it's needed because of server loads. I also don't think that Pyro should have the R&R station on its end, it feels like it clashes with the point of Pyro
Yeah, agree it seemed out of place but maybe the UEE patrols the station to keep the jump point open or to keep Pyro's miscreants from easily accessing the stanton system.
@@GUNNER67akaKelt there are those random side passages to use as well. But strategically it makes a lot of sense for UEE to have some sort of "border control" at the stable(st) entrance to their space and they need infrastructure to support their patrols.
I do! I like this approach. Plus it being a natural phenomenon, it makes more sense without a ring. Plus the scale is better. You don't have to worry about whether future ships will be too big for the ring.
@@GUNNER67akaKeltsure. But why can't we have both? More structured systems have gates while deadspace uses unstable anomalies they could use the same tech for different situations
@@Trendy_Bendy_Original Yeah, I'm not that worried about it one way or the other. It's just the worm holes seemed gargantuan and seemed kinda of silly they could be attached to something man made. Seems like most of the commentors want them back, but then every change they make, there's somebody bummed about that change. I swear, someday SC will have most of the bugs ironed out and there will be people saying, "I kinda miss the bugs." ¯\_(ツ)_/¯
I love that you guys acknowledged EVERYBODY. Even the people who aren't with the company anymore. Some that might have left under dubious circumstances. Others that might even be working for the competition (not that there's really a similar project out there). It shows class and professionalism.
Really pleased to see this series continuing. People shouldn't have to agree with the direction of every choice, but it's amazing to be able to see those choices.