Star Atlas Event Recap 33: The Atlas Brew 172 Theorycrafting C4

podcast cover-event recap

In this episode, hear an AI summary of the latest Star Atlas community event.  Full video recordings can be found on the YouTube channel of Star Atlas TV at https://www.youtube.com/@staratlastv.



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Star Atlas Event Summary

Hi, this isn’t Matt with the Intergalactic Herald. I am an AI. Welcome to a Star Atlas Recap of the latest Atlas Brew from the Star Atlas Community Team. The following summary of the Atlas Brew was AI generated so no guarantee it is 100% accurate because I am an AI after all. If you want to listen to the entire recording, please check out the YouTube channel of Star Atlas TV. Enjoy the summary. Alright, Star Atlas fam, what a “Brew” we had! This wasn’t just any old community call; it was a full-on, fascinating deep dive into the beast that is the C4 Sage Editor Suite. Our hosts brought in some seriously knowledgeable guests: Victor from AIA, who crunches all those juicy analytics, and Joseph Floyd from Floyd Industries, who’s been heads-down building C4 itself. They even joked this was just “Part One” because there’s so much to cover, and honestly, you’ll understand why! Before we plunged into the nitty-gritty of C4, there were some hot news flashes! First up, if you’ve been grinding in UE5, get ready: your Ink drops are live! Head over to play.stratus.com/inventory to claim your hard-earned Ink, with each drop reportedly worth a whopping 100,000 LP points. A massive shout-out went to community legend “Bruho,” who’s not just topping leaderboards but apparently sitting on 2,400 Ink – basically retiring on his UE5 skills! And on the security front, good news: Star Atlas happily dodged that massive npm hack bullet, so our systems are safe and sound. On the community highlights reel, a huge round of applause went to “Kill This Guy,” one of our very best players, who dropped an epic tutorial for us noobs on how to dominate in UE5 deathmatch. Even the developers confessed to learning new mechanics from his moves! But it wasn’t all sunshine and tutorials. Things got a little wild in Holosim yesterday! Jarvik raiders went on a rampage, destroying over 106 player fleets near the safe zones. The devs, with a touch of “evil love,” called it “personal growth” for the community, all in the name of collecting vital data for future NPC fleets and experimenting with game chaos. Brutal, but apparently productive! Then, we dove headfirst into C4. Victor kicked things off, highlighting how incredibly cool it is that all the development tools – the ship configurator, map editor, combat simulator – are publicly available for everyone to see the progress. He believes the biggest economic shift with C4 will be moving from the current fighter-ship mining to claim stakes as the primary resource acquisition method, a change that wasn’t even initially planned for this release! He also emphasized that ship configurations are going to introduce Star Atlas’s first truly player-driven economy, allowing for deep, impactful customization in combat, mining, and cargo, making them essential for long-term sustainability. Joseph then elaborated on the map and resources. He explained how faction-specific resources will make each faction unique, though three of the eight per faction are now being reined in for cosmetic use to prevent too much interdependency. A fascinating point he made was about “recipe slots” – the raw resources you extract early on, like copper ore, will remain vital throughout your entire progression, even to endgame components. This means there’s no “wrong choice” when you’re just starting, just opportunities to increase efficiency. He even shared a graphic showing that eight of the top ten most impactful resources are Tier 1, reinforcing the importance of those early decisions. The team is also working on integrating these tools, connecting claim stakes and crafting to live ship configs, so players can easily visualize their optimal production paths, especially since travel within a system will be completely fuel-cost-free! Speaking of resources, the good news is that while claim stakes will be more efficient, you can still mine all planetary resources with your existing mining ships, though at lower richness levels. Joseph clarified that mining ships are really designed for chasing after rare resources in deeper, more dangerous space – a classic risk-vs-reward scenario. And here’s a crucial update: Ink, that unique resource you’re earning in UE5, is going to be a key ingredient in C4 recipes, potentially giving players a unique combat advantage! Drones also came up, with Joseph hinting they might be quite “OP” given their incredibly complex recipes, some with over 200 steps! He’s actively working on new recipe views to help players break down and manage these intricate production chains. But perhaps the biggest revelation about crafting was the critical role of Crafting Habitats (HABs). Claim stakes have a hard limit of just two production steps, meaning anything more complex must be done in HABs. This means zero final ship config components can be automated solely on claim stakes, really emphasizing the need for robust HAB infrastructure. This dynamic creates huge opportunities for freighting and, of course, piracy, as valuable components move between planets and starbases. HAB capacity and tiers, Joseph added, will be tied directly to your starbase’s level, creating another layer of progression. They also touched on claim stake tiers, noting that while Tier 1 stakes get you 60-80% of common planetary resources, higher tiers unlock the truly rare stuff, with council rank also playing a part in progression. Importantly, Joseph stressed that there won’t be massive “gates” preventing new players from crafting initial ship components. As for ship configs, they are lost in combat, but only consumables like ammo, fuel, and food need constant restocking. And yes, components are lootable after combat, though some are burnt. Finally, Joseph put out a heartfelt call for community feedback on the Sage Editor Suite – asking for any gaps, improvements, or further integrations you’d like to see. Shout-outs went to Neo Armstrong for his detailed feedback, including component simulator calculations and career perks. There were also hints about future expansions, like the high-risk zone and potential automated freighting, but those details are still under wraps. With that, our incredible guests Victor and Joseph wrapped up, promising a “Part Two” for deeper dives into combat and council rank. So, what’s next for you, Star Atlas community? Go claim your Ink, check out Kill This Guy’s awesome tutorial, and get ready for the massive shifts coming with C4! Keep those feedback suggestions coming for Joseph, and we’ll catch you all next Wednesday for another “Brew,” or maybe even a game of UE5 on the NA server! See ya!


Star Atlas Event Transcript

No.

Speaker: You know what? Let’s do it. Might as well.

Speaker: Let’s go.

Speaker: All right. Not as handsome as Santi, but you know.

Speaker: Nah. Come on.

Speaker: Nobody is. Not too bad.

Speaker: No way. Nobody is.

Speaker: You guys look amazing. All of you. All of you. Is this a brew or a modeling contest? action >[Laughter]

Speaker:

But yeah, we have a packed brew today. Honestly, we were chatting, we were going through all the topics for today with Joseph, also with Victor, and everything we have is probably for Bruce. Like each of the titles that we have for today is a brew by itself. So, what we’re trying to do here is we will cover as much as we can. you all know how much of a beast C4 is. And if you got into the Sage Editor suite, you already understand how much content is in there. So, this is probably going to be a couple parts, Brew probably. This is part one, we may do a part two. We’ll see how much we can get to cover here. Uh, but for today, we have two guests, two great guests. First, we have Victor from AIA. Victor, how are you doing, my friend?

Speaker: Thank you. I’m fine. Thank you for having me. Yeah,

Speaker: of course. Of course. We know that you run

Speaker: Yeah, it’s our pleasure. and we know that you run most of the analytics for API maintaining always maintaining the biggest data sets that are available for the community. So, and I also know that you’ve been taking the

Main Discussion

deep dive in the API meetings on the Sageator suite, right?

Speaker: Yes, we did. Yeah. And we’re working hard, of course, to get our dashboards back and running with our own version of it. Yeah.

Speaker: Nice. Nice. Yes. so yeah man, happy to have you. I know you’re going to provide a lot of insights. it’s going to be a casual conversation.

So feel free to interrupt in at any time. Victor, we also have some questions for you as well.

Speaker: but feel free to interrupt anytime. And we have our second guest as well, Joseph. Joseph Floyd from the Floyd brothers, Floyd Industries. How are you doing?

Speaker: I’m doing great. Glad to be here. Thanks for having me. Nice. Uh, and Joseph, you kind of recently joined the team and been heads down working on C4 stuff, right?

Speaker: Yeah. Yeah, I work, you know, very closely with Danny and Chip and Brad, those legends over there. And yeah, mostly on C4 so far. Uh, like we all know, it’s it’s a beast. It’s been so much fun working with it and getting this all together and honestly the last town hall being able to share the tools. I mean, how cool and really excited for this next round of

Feedback & Suggestions

feedback and being able to just make it make it better, right? So, yeah, love it.

Speaker: Yes, absolutely. We love and appreciate your efforts there, Joseph, and everybody love your town hall presentation. Uh, and now it’s the time. People had some time to digest everything that was in there. So, uh, we’ll we’ll have to take the deep dive, right Jose?

Speaker: Absolutely, friend. Can’t wait to see those two sharing their knowledge about C4. Super excited for today.

Speaker: Yes, it’s it’s a lot of content, so brace yourselves. Get some get your notebook ready, guys. Pen and paper ready because

Speaker: I got my water ready.

Speaker: Oh, look at that.

Speaker: Look at that. I just had a cup of coffee, so I am I am more than ready for this.

But as always, we’ll start with the some

Noteworthy News

noteworthy news that happened during this week and the last week.

But one that is that just happened right now a couple minutes before the brew is that you guys are you should have in your inventory playstratus.com your ink drops. So, if you’ve been playing UE5, if you’ve been leveling up, you should have received some ink after each of the matches. Maybe you’re like Jose, you receive only one ink per match, only one kill per match, but it maybe you receive a bit more. Uh, so you can now go claim that on play.stratus.com/inventory and get that ink. There’s also already buy orders for it. Um, but you will be able to deposit that ink into the LP pools. Uh, and each of the ink is worth 100,000 LP points, right, Jose? Please correct me if I’m wrong.

Speaker: Yeah, that’s right.

Speaker: I believe it’s around that number. Uh, so yeah, guys, you can go claim right now. And just to clarify, this is unrelated to sync. Ink and sync are unrelated. I mean, they are related. They’re under star atlas and ink will be tradable on sync at some point, but it has nothing to do with the sync airrop. This is just the UE5 resource that we have. So, look at Bruho, man. Retired. He’s retiring.

Speaker: He’s buying a home with that 2,400 ink.

But man, Bruho has been locked in. I see you, Bruh, on the very top of the leaderboards there. Last time I checked, you were top one in matches played. So, respect, Bruh. And not only that, he’s also racing. So, respect to the to the Kimra fellas out there, not only Bruho.

Speaker: If you join a death match game and you see some cues in there before the names, some Kimra fellas, uh, you know, you’re going to have a hard time for sure. For sure.

Speaker: Yeah, they’re killing it.

Speaker: Yes, you have to be on your agame to play against these guys. Uh, so yeah. other noteworthy new is that and good news is that we are not affected by the npm hack that happened I believe it was yesterday. The whole crypto ecosystem not only crypto but a bunch of people I think that repo had like 1 billion downloads or something like that. so it was a big hack. from what I read the hacker only managed to extract like $400 in crypto. Uh, I don’t know if those were memes or what, but luckily

Speaker: we were not affected. So, uh, he will be better off playing five and getting some ink.

Speaker: Exactly. Bruho Bruhjo outperforming him.

Speaker: Bruho did better without having to hack anything. So,

Speaker: yes, congratulations, Brujo.

Speaker: Uh, yeah, that was that’s also good. And then we want to highlight a

Community Highlights

community member, speaking of UI that we touched before. So, one of our very best players in the community, Kill This Guy, has created a tutorial for us noobs on how to be better at playing the

Speaker: the death match game modes. So, I just linked in the chat the YouTube link where you can understand a bit more about movements, things that good players do every single game that will definitely help you improve your skills. so, I saw Chipto in the chat saying that he even discovered some mechanics from our own game looking at what Kill This Guy was doing with the movement and all that. So, uh, Doll is in the chat for Kill This Guy, newest Stratus content creator. Um, my friend, keep crushing it before we nerf you. action >[Laughter]

Speaker: That’s my guide. I have to watch it. Noob guide sounds perfect for me.

Speaker: Do you believe I got him one v one? I killed him. It was a peak moment of my Wii five career.

Speaker: I have it on video.

Speaker: Really? You have it on video. No way.

Speaker: It was greatest moment of my life.

Speaker: You need to post that. You need to post that.

Speaker: I waited for him to create this guide.

So now I can, you know, dunk on him. It’s going to be awesome.

Speaker: Nice. That’s perfect timing, actually.

Speaker: Perfect timing.

Speaker: Absolutely.

Speaker:

So yeah.

Speaker: and one last thing regarding Holosim,

Speaker: Jose, there something crazy happened this week. yesterday

Speaker: something crazy Santi the thing is that people sometimes ignore is that gal expense is a very dangerous place sometimes you are just there minding your own business farming your STUs and suddenly Jarvik fleets it starts raiding your faction is with utmost sadness that I saw yesterday over 106 fleets eats being destroyed by the fury of the Jarvik raiders. This is a painful lesson for everyone involved that random things can happen in Galia Expanse. I saw that they were mostly focused on players scanning close to the safe zone borders in their factions. Players tried to attack, killed some of them, lost other fleets.

But Holim is experimenting with many interesting things. Uh, one of the future interactions on the uh, future expansions that we want to add to the game is the participation of NPC fleets. And we collected some very cool data yesterday. We had fun. We saw the chaos of community fight running for their lives. It was a good night overall. I think people appreciated the sheer destruction of their fleets. No one was mad in the chat today, you know.

Speaker: Yeah. They all just woke up with all their fleets destroyed and felt happy about it, right?

Speaker: Perfect start in the day.

Speaker: That was so funny.

Speaker: Yeah. Awesome stuff.

Speaker: That was evil love just right there. Let me point that out. That was pure evil in your love.

Speaker: It’s part of the It’s part of the, you know, personal growth for the community dealing with those feelings, etc. Part of the game.

Speaker: Yeah. Life sometimes throws punches at you. like

Speaker: just say with a couple JIC fleets destroying all your scanning operations

Speaker: the game it’s it’s all about balance you know sense because when I killed those guys the game was suddenly running a lot better for everyone so someone had to make the sacrifice

Speaker: it’s a favor of new players

Speaker: but yeah I think with that we covered mostly everything not worthy the newswise so we can start switching to the main topic. As you guys know, and we covered that at the beginning, we’re going to be talking about C4, doing some theory crafting about it, and basically taking a bit of a deeper dive into what the stage suite is, and we have two very knowledgeable guys here, Joseph, literally working on it daily, and we have Victor, who has been taking the deep dives in API. So, there’s going to be a lot of information here.

But before we get really deep on it, I wanted to get some highlevel thoughts mainly from you Victor that you’ve been looking at the sator suite and you can start drawing some conclusions right from what you see in there and what we can expect for C4. but the first question will be what did you find the most interesting from what you saw in that sator suite? yeah, I think probably the most interesting part is that it’s public to all of us. I would say that in the first place because I think that’s not yeah the usual case.

So that’s really what I like that we see the progress how this is developing until launch. And when it comes to the to the tools, there’s yeah, there’s so much in it. Um, at first I would say probably the ship configurator and also the map because the map editor is great with all the information in there and the ship configurator and then also the combat simulator. that’s a great pair of tools. Yeah.

But I’m also very interested in claim stakes of course and all that stuff.

So it’s really hard to pick a pick a favorite here. Yeah. Imagine what it how hard it will be in game, right? To pick whatever you want to do.

Speaker: Of course. Of course.

Speaker: Absolutely. And I mean C4 changes everything that we know about how economy works on Sage, right? In many different levels, from the complexity of the recipes, from the sheer amount of resources that we can find in the map to mining ships. taking a step back and claim taking coming to life. Of all those things, Victor, what do you feel like is going to be the biggest change to the supply chains, to the economy of Sage with C4? What are you expecting?

Speaker: It’s exactly what you said.

So the shift for the economy from mining with the fighter ships to the economy with the claim stakes that will be a massive change and it will be very interesting how this will play out because as we saw on the dashboards we have quite a high VWAP value in ships but in in claim stakes it’s it’s much lower of course then we construct all the buildings actually to get the the mining u going but still so it will be very interesting to see how the economy will handle that how the team will use the levers that they have so that the it’s probably the amount that the mining rate will go down for the fighter ships will be a process step by step and decrease it so that the economy will not crash because yeah first we have to adapt to the new situation. So, so that is really an interesting part because we were waiting for claim stakes for quite some time but actually I think if I remember correctly they have been on the road map at a later stage actually when C4 was announced we were a little bit surprised that claim stakes were already part of it so yeah I’m really looking forward to that and the second one maybe if I would add another one is the ship configs because I think that it will be the first time that we really shift to a playerdriven economy. Right now we’re earning LPS and we’re producing the faction infrastructure contracts to get Atlas but all of this is coming from incentives and when we’re shifting to C4 a huge part I think and what we see from the ship configurator will be the ship configs.

So they really make a difference in your performance when it comes to combat but even if it comes to mining cargo and all those things and that will be a playerdriven economy.

So I’m really excited to see that one developing because that will be our long-term sustainable option in the end. Right.

Speaker: Absolutely friend. Yeah you are one 100% right. Like if you played with a little bit with the editor, you can see how strong the components, the cheers and everything plays in your fleet composition, not only on the attack side, the combat, but in the economy, in mining etc. And since for the first time we’ll have actual components burn burning we’ll have items that you can only use a few times. We’ll talk a little bit more about that later on during this brew. I mean a lot will change. A lot will change and it’s such a massive change that we could be here for hours. So, I will I’ll get us started right away, Santi, because otherwise

Speaker: this will last four hours. Yeah. Which which piece of C4 should we tackle first, Santi?

Speaker: Oh, man. There’s so much. I think I think we can probably start a little bit with the first thing you get hit when you get in the sage editor suit, which is the map, right? At least that’s the main thing that I go to whenever I open it. It’s the map, the regions.

So many new things, so many different regions. It’s going to completely change the supply chain game play. so I think Jose, we can get started with that. What do you think?

Speaker: Absolutely. And maybe Joseph can share some insights to us. Like Joseph, let’s say you are that new guy coming to Star Atlas and you are choosing where you want to go, like what do you want to do, what resources you want to focus on. What would you tell them? Like give us some tips here on how to get started there.

Speaker: Yeah, I mean it’s it’s a lot to soak in, right? they are as far as what separates out the regions, you know, we are introducing some faction specific resources there which, you know, are going to be ultimately leading into what makes each faction unique and their specialties, right?

So that’s kind of the big separator there. right now we do have around eight resources per faction. Um, with this, you know, we did make a internal decision to cut back just slightly on that. Um, there’s still going to be eight, but three of them per faction are going to be used for more of the cosmetic side of things. So, ran some numbers and it was a little bit, you know, affecting a little bit too much, right? we want to still be able to lean into what makes these faction unique without kind of relying too much on these faction interdependencies, right? So, yeah, but they’re going to have their streamline kind of resources there.

But one thing that I think is really unique with you know the way that C4 is being built is that when we are creating these recipes right and when you do have that end goal kind of what you’re starting out with is going to be essential throughout you have these and each one of the final recipes have these recipe slots we’ll call them and the first slot in you know, a 3x, you know, uh, photon missile, that same slot and that same requirement is going to be the same at that Titan level, right?

So that means that initial copper ore extractor or you know silicon crystal extractor that you are obtaining from your first tier one claim stake right that you decide to get on and start extracting it’s it’s going to be required throughout till endgame.

So I think it’s one of those things that a little bit comfort in your decision, right?

So it’s it’s not necessarily you have this really, you know, segmented kind of opportunity of, you know, I’m going to be good until this point, then I’m going to have to destroy and redesign and kind of keep iterating on it. it’s really, you know, just increasing your efficiency overall.

But I don’t think there really is sort of a wrong choice. I do have a graphic as well that I think maybe we can showcase this now. and this is yeah this is so this was pulled here.

So I’ll do this. This was pulled to kind of show the top 10 resources in terms of impact, right? We have this percentage of impact. and that is a dependency on this raw resource. as you get down to these final components that you’re crafting and if we look at some of these, you know, 90% right, this essentially means that 90% of the final components, right, will require this copper ore. Obviously, everything that you see here is subject to change,

Speaker: but it kind of does, you know, speak to like I’m I’m a new player starting out. I have my copper extractor. You’re very important, right, in terms of the economy, you know, and what your overall effect is. So, and these just these top 10 resources, right, you know, 21,000 different components that leads to, right? These are obviously you know some of the same, but you can kind of see some of these numbers here and it’s pretty staggering. eight of the top 10 resources are tier one resources, right?

So these are tier one claim stakes, probably some of the first, you know, extractors and claim buildings that you’re going to be creating.

So it’s it’s exciting to see this. Uh, I thought this was particularly interesting, you know, as we build this out and kind of what we were shooting for overall with just importance that you feel and kind of you’re not really making a wrong decision in any one of these that you’re going with. Uh, obviously they have their different categories that they’re going to be leading into. And each of these categories have their different damage types, different ship component types and all of that. And kind of leads into what Victor was saying with the importance of ship configs. it’s it’s it’s huge, right? Um, and because of that importance, right, and you needing to have essentially the full ship config to be able to outfit that, uh, I think that what we’re ultimately wanting to work towards is connecting the claim stakes, crafting habs, and crafting recipe tool uh, with the actual live ship configs as well.

So had some internal talks about this and being able to kind of have that visual right throughout, you know, saying, Okay, I really like this for my fleet. I think these are the shift configs that we want that I want to do. Being able to then kind of utilize that information and have this visual of your path to get there. Which claims should I use? you know what systems are going to be the most optimal for me. You know, not all systems have all eight different planet types in them. So, it does largely depend on, you know, where you decide to kind of place your claim stakes.

So all of these factors really it’s it’s it’s so large that we definitely want to fill in some of these gaps to make it a little bit easier along the way and give a little bit more insights into not only copper work structure but what config that building is going to lead you into. Right. So, um,

Speaker: I

Speaker: Yeah.

Speaker: No, I really like this approach like having a tool that allow players to quickly identify their goal. Like for example, I want to build those kind of components. Where do I need to move to the map to be able to farm those components? What kind of claim stake do I need to be able to extract those resources? If we can direct them to specific goals like that, I feel this will make everyone’s life much easier

Speaker: overall like a goal driven tools. I really like this concept.

Speaker: Yeah, absolutely. And you know also just kind of making it a little bit easier because at the end of the day, you know, if that fleet goes, you know, so do those components and what you kind of made. So, we want to make that a little bit more simple on and streamlined in that process of being able to now set up that big production chain, that big, you know, loop that you’ve you’ve taken the time to kind of map out and know that even if you were to lose your fleet in combat, you can quickly get back and, you know, make those configs again. So

Speaker: that’s

Speaker: and also maybe the idea because you say you ask what a new player is doing when he’s coming to the game and sees the huge map is maybe right now in Starbased we have 17 star bases in each faction and in C4 we have some regions that have 21 systems.

So if a system is similar to a star base then a region is what we are playing right now.

So maybe for some of the new players it will be quite interesting to just maybe stay in one or a couple of regions because they find everything they need there and some players will focus on just a small number of regions and even maybe some guilds will focus on a on a couple of regions inside their faction and protect the south and others protect the north or something. Yeah. And I also really liked what I think Joseph or Danny were mentioning in the town hall that the travel inside the system is costfree.

So there’s no fuel costs.

So the more you can do inside your main system that’s even the better because you don’t spend any fuel.

Speaker: Yeah. Exactly. And we are factoring that in largely to even the building recipes, right? Being able to get those building recipes created and within a system, how difficult is that to kind of achieve for a new player, right? They buy that claim stake. That claim stake is going to come with your first central hub. and that’s going to automatically start earning you some resources. And what does that kind of lead into? And how difficult is it to then get those next buildings to max out your claim stick slots and really get this going, right? Like what is that process looking like? And you know, so much of my time is focused on just that initial phase and what’s available to the player at that time, how these systems differ from each other. and eventually do want to tie in what the claim stakes show on the editor tools and being able to actually pull directly from the systems.

So right now and this is just FYI the claim stakes are kind of a every unique type of claim stake is displayed but it does not factor in sign of kind of what’s in your system right so that’s another thing it’s and it’s a big aspect of you know your decision process right and deciding where to go what planets do I need and how is this going to look like for me to really get all the different raw resources and get my kind of focused, you know, production chain that’s, you know, um, self- sustaining as well, uh, up and running.

Speaker: And Joseph, one question on the resources and the faction specific resources in particular, like um, for the first time, we’ll have with C4, we’ll have faction specific resources, right? resources that you can only find in one of the factions. And I’m just personally curious on what would be the use case for those, right? You said that some of them will be mainly cosmetic or will it, for example, could it happen that a resource that is only produced in mod then on need to craft something on their end? Like something like that could be quite an interesting mechanic, but I don’t know if we’re even thinking about that right now.

Speaker: Yeah. And then realistically, you know, when we were creating those faction specific resources, it was kind of more cosmetic in mind. And you know, after seeing some of the numbers on what this meant for faction specific crafts as well, it ended up being a bit too large.

So yeah, that is why we restricted it purely cosmetic, but there is still you know five still out there for each faction. And yeah, this likely will mean as far as specific crafts that’s going to be available. It likely would mean that if you wanted to stay just within, you know, your faction and not take anything over, right? not progress in combat and start taking over other resources to open those up, then certain ship configs, you know, might just not be able to be crafted, right? So, unless obviously outside trading and marketplace stuff, but yeah, you know, it’s a it could be a big thing to consider. some of those final numbers and those recipes I should be getting in by the end of this week. It’s it’s actively, you know, being modified in terms of those faction specific resources right now and what they lead to.

But yeah, it’s it’s a lot to consider as well because, you know, if this is going to lead into some damage types, you know, maybe that counter for those damage types just isn’t available to a certain faction. You know, maybe that’s some meta, right, on versus being able to leverage some of those damage types that they don’t have a counter for and you kind of know that in the back of your mind. So, it’s also what advantages does my faction have in combat and really leaning into that.

Speaker: That’s also super interesting. Super interesting as well. Um, and I think we can talk a little bit about we can transition a bit more to crafting and resources. Uh, we’re kind of talking about that already, but maybe we can talk a little bit about the minable resources. I know there was a question out there in the community like will I still be able to mine with my minor ships or will it all happen on claim stakes like how is how is that going to work?

Speaker: Yeah.

So on that all of the resources that are available within a system, you know, are kind of get picked up by the asteroid belts, right? And so that does mean that everything that is available on claim stakes will be available through the mining ships as well.

So while this is going to be available, it’s going to be lower richness levels, right?

So you’re not going to be as efficient of course, but it is available through that.

So yeah, it’s a different path to towards getting, you know, potentially your loop set up, right? And getting those resources that may be, you know, hard to find for you.

Speaker: And that’s also what Victor was mentioning. And Victor, I think you were talking about that at the beginning where just setting up mining operations with fighters is no longer going to be great from an operational style, right?

Speaker: Yeah, probably. I mean I mean we were told so and I think it’s a good way to go that direction, of course. So, um, yeah, but I think also probably maybe Joseph, if I might throw in a question on on the on the miners, the Armstrong miners, but actually it’s not the purpose probably for the minor ships to just mine the resources that are also available on the planets via the claim stakes. they the purpose is really to go out there and get the rare stuff and and move back into your safer territory and things like that, right?

Speaker: Yes, absolutely.

Speaker: Yeah, 100%.

Speaker: That’s going to be quite a quite a strategy, right? So, because you will need to protect those minor ships as well. So, whenever you go and transport the resources back. So

Speaker: yeah,

Speaker: that’s actually something very interesting. Like you have your claim stakes for the basic supply chain operations,

Speaker: but then whenever you need rare resources or maybe if you want to sell them on the marketplace, you use those mining ships to go gather that and come back, right? So

Speaker: yeah, and richness value does sort of increase the farther you go with the danger, right?

So risk versus reward there. And one thing I did want to mention just as far as I know that we were talking about faction specific resources, but I think it’s worth mentioning that ink, you know, is going to be part of those recipes, right?

So ink being a factor as well, right? So, um, not all of the recipes that are going to be utilizing ink in them have been added in yet, but that should be in by the end of the week as well. And it’s it’s pretty interesting, too. You know, it’s you taking the time to gather this, you know, unique resource through the only method available and then potentially again getting another advantage in combat. So,

Speaker: wow.

Speaker: Yeah,

Speaker: that’s alpha right there. I like it.

Speaker: Uh, Joseph Neil is talking about the drones in the chat right now. He saw the drones recipes. They saw they are kind of complex. Uh, is there anything you can share with us about drones in C4 right now? If not, that’s okay. You don’t need to tell us anything.

But they have some big requirements and recipes, right? Yes, they do. Um, and as far like everything that I can say about them is that drones are a bit OP. Um, but as far as the major details behind them, uh, I can’t I can’t share too much on that end. Um, but this is just coming from, you know, words from Danny and ultimately why the recipes were made the way they were. So, yeah. Interesting.

Speaker: Really cool. Really cool.

Speaker: Yeah, I saw some of those drones recipes have over 200 steps to build them. So, yeah, it’s hopefully it’s going to be something good, right? To get something so cool.

Speaker: Yeah. Yeah. And realistically, you know, I do want to talk about another thing that I’m I’m adding in there. I know that some of these complexity and these steps amounts, you know, might be a little bit off-putting, you know, to to players as well to see, okay, like how is this even obtainable, right? And um, you know, I think it really comes from not just looking at all five steps alto together, but again breaking down each ingredient individually, right? And getting that parallel kind of production happening, right? Um, I think with drones there’s five ingredients each. So, you know, you break that down, get an efficient workflow to kind of get all of those individually and, you know, it becomes more obtainable at that point. So, uh, I am creating another view on the recipes tool um, specifically to help out with that, right? in and be able to get some more insight. looking at you know potentially running reports right on you know what ingredients are I know that we can look up you know what has this ingredient one at a time but say you wanted to look at 10 different things at a time or like I said bringing over that ship config and saying look or even a drone you know if one of the ship configs has that drone in it then you know adding that into your game plan and really this may lead into also being able to get recommended claim stakes again and even getting into designs that you could export and import very easily.

So yeah, there’s a lot there that you know I realize the complexity behind it and and the main purpose of these tools is to make it more accessible and realize that oh there are ways to really you know lay out my game plan and just yeah make it more achievable for the normal player. Then another thing that I wanted to discuss here with Joseph and Victor is the importance of crafting habitats and I really wanted to hear Joseph like your impressions on how important they will be especially linked with our claim stakes output like how the let’s say the division of labor work between those two infrastructure assets in the supply chain of a player.

Speaker: Yeah. So, I think the big thing if you were to only remember one thing out of this entire kind of theory crafting session that we’re having on this brew is that claim stakes do have a limit into how far you can go into that production chain. Right? Anything more than two production steps that it takes to build you will not be able to have a claim state building for.

So if anything you know requires anything past copper wire right then you’re you’re not be able to have a building that automates that process for you.

So that is where you know you have this limit and then after that it it’s all crafting apps right and you know you need to factor in travel at that point how much storage that you’re working with and then also it it takes over right there.

So I know that there are some as far as you know our process of getting to those final ship config components particularly we go from raw material to what we call components and then after that it’s ingredients. Ingredients are the main ones that are used in final components. I will say that there’s around 150 ingredients right now. Eight of them are craftable on a claim stake, right?

So Jesus.

Speaker: yeah.

So it shows you just how much you’re able to how deep you’re able to get.

So you cannot automate the process of crafting any final component that’s going to be used in a ship config.

So it really emphasizes the importance of that. And you know just knowing that some of those ingredients that are you know maybe tapping into those really early and getting that configured right can lead you into you know some of these final components that are going to be

Speaker: opening up your ship config. I think one of them is a counter measure for flare.

But yeah something to look into. This is this is super interesting. And when I think about this, I’m sure Victor is already also theory crafting about this. Like the guys need to take the resources from the planet and send them to the star base in order to get those ingredients to the final stage that they need to become components and etc. They need to come back to the planet in some capacity to create better claim stakes, to create better extractors and things like that. And this is a lot of freighting between even in the same region.

So combat here profits a lot, right? Because all that cargo moving, all that movement of resources components happening in the region, people need to watch out for pirates and raiders in C4, right?

Speaker: Yep. Absolutely. There’s a lot of valuable loot there. that’s constantly getting traded. Yeah.

Speaker: Yeah.

But I also think you say that the ship configs will really help because we already can see the bonuses that we’re getting. For example, if you’re upgrading your cargo module, you get I think 25% boost in your cargo capacity.

So that’s really something.

So yeah.

So if you’re up to that and will upgrade your freighters there that will help a lot.

Speaker: Yeah, that’s that’s going to be one of those final components like the cargo module that’s that’s going to be very soughta, right?

Speaker: Yeah.

Speaker: And it’s going to be huge.

Speaker: Mhm. 25%

Speaker: maybe suborb speed or warp speed and all those things. Yeah. warp drive and support engine. Yeah, is also very interesting.

Speaker: And there’s a question in the chat from Earther saying, How exactly do we grow our crafting have capacity tier and location?

Speaker: Yeah. So, that’s going to be based off of starbase level as well. So, the starbased level, you know, is going to unlock those different HAB tiers that you’re able to craft and then those plots, you know, it’s it’s getting that plot. They kind of work very similar with claim stakes and being able to max that out, having, you know, larger size crafting stations, increasing your crew, your crafting speed as well. And then there’s a storage factor in there also.

But a lot of it what’s available to you is based off starbased level. Cool. Cool. Cool. What else do we have to cover today? I know we have a lot more. Neil asked also a very interesting question about the resources that you’ll be able to extract in a planet using your claim stake. I’m trying to find here. He asked will claim stakes really mine all the resources available in a planet like what’s happening in the sage editor right now or they will be limited in some capacity like you can potentially mine all resources in your in your plant with a claimsake or you need to have like a tier five and only choose a few resources for each one of the claim stakes. Is there any limitations there, Joseph?

Speaker: Yes, that’s correct. It is limited by the tier of the claim stake as well, right? So, depending on the tier of your claim stake, even though you’re on the correct planet, right? And you know, that resource may be available on that planet, it also you know factors into the tier of claims that you did purchase, right? So, I know that council rank is also going to be play a big factor into this also on ultimately what resources and what buildings are available to you based on your progression within the game. So, council rank is going to be a factor there as well on what opens up to you and what you can extract.

Speaker: Man, this is super interesting. Imagine this like you level up in crystals and then only then you get access to mining some of the most rare crystals because you have the necessary XP to be able to extract them. Besides the infrastructure, you also need the knowledge. This is actually something super interesting for us to imagine here. Super cool. Yeah, Victor is if you’re going to offer a course on C4,

Speaker: a master’s degree.

Speaker: Say again.

Speaker: Is Zafia going to offer like a master’s degree on C4?

Speaker: Um, I have to think about it. I mean, we will do for sure educational stuff and and bring the knowledge that we that we might have to the community because that’s always something that we like.

But I think when C4 and combat is coming, there will also be some things that we keep internal. Um

Speaker: makes sense.

Speaker: Makes sense. you were going to add something to the previous topic before I interrupted you, Victor, I think.

Speaker: No, I just wanted to say that wait a minute, what what was the in regards to the to the if some people are fearing that the limitations to have higher claim stakes to get the resources might be too strict. from what I saw is depending on the planet type, you usually get like 60 to 80% of the available resources with the tier one claim stacks. So, it’s it’s really just the much more rarer resources that you’re where you where you need maybe then the tier five. Sometimes the tier five just adds one additional resource in comparison to the tier 4 just to address that if people might wonder.

Speaker: Yeah. Yeah. And again, you know, when you look at what’s available to you, right, when you when you get that first tier one claim stake, as far as how far those resources are able to get you, again, going back to the way that the recipes are configured, right, those the smallest the 3x, you know, missiles or the 2x ship components, you know, 2xs, sorry, ship components are, you know, going to be using those tier one, tier 2 resources, right? We aren’t going to be gating these components behind these higher tier resources. A lot of these ship configs, especially for the first ones, are obtainable. There will be no gates to getting those first ship components out. And then as you go up in size of your ship is when those next tier resources do come into play.

So the tier factor there has been very closely paid attention to throughout the whole process.

So we don’t want any very large you know gates where you know you start and you’re like I have no I have nothing to build why am I doing what I’m doing?

So absolutely you know the these are these are very obtainable and no matter where you are in your stage and what you have available to you have a path towards getting to that config or one of the configs right Joseph I have a question about the capacity of crafting habs we know that planets will have slots for claim stakes especially for some tiers of claim stakes I’m not sure if we have made a decision on this yet. If not, that’s completely fine.

But do you know if the star bases will also have a limit on how many habs will be available in each star base and if that will be also constrained by the cheers of the habs?

Speaker: I’m not 100% sure on the limiting of that. I believe that it does work pretty much exactly the same as claim stakes.

So I want to say that you know as you your star base level goes up then the slots do kind of increase there and that there is there’s some cap from my knowledge but I may be wrong in that.

So don’t don’t quote me on that.

Speaker: No that’s that’s fine.

Speaker: Si do you want to read Neil’s question?

Speaker: I can I can read it. Yeah. there’s a question from Neo Armstrong in the chat. Neo Armstrong is also he has been taking the deep dive. I think he already hosted

Speaker: Santi bro. Neo, I’ll do you here right now. Neo, he sends me WhatsApp messages Sunday 8 a.m. saying that he discovered an obscure secret of C4 on the Sage editor.

Speaker: That’s new. He’s that obsessive

Speaker: and he already has hosted I believe like four episodes deep diving into the editor suite already.

So yeah, he has a question. He calls this the big elephant in the room. The whale limiter called fleet current fleet concurrency and fleet size. What can you reveal about this and calm or drive our beloved community whales crazy? It’s a curveball.

Speaker: Oh, no.

Speaker: And that’s fine if you can talk about that right now, Joseph.

Speaker: I believe most of those numbers are still under consideration, right?

Speaker: Yeah, absolutely. I mean obviously every everything that is in the data editor suite, you know, is you know going to be modified at some point, right? the living world in there. Um, but yeah, I don’t think I would be the proper person to answer that. So,

Speaker: yeah,

Speaker: we ask Danny.

Speaker: I defer. Yeah,

Speaker: we’ll we’ll get Danny in here.

Speaker: He will.

Speaker: Yeah, next one. He needs to come.

Speaker: Yeah,

Speaker: he will feel the wrath of Nemstrong’s questions.

Speaker: That’s right.

Speaker: Uh, Oiser is asking a question. Are ships configs permanent or they great degrade and require replacement over time?

Speaker: Yeah, so on the ship configs they do get wiped out in combat, but as far as you know any degrading aspect to them, there are some consumables to factor in right during combat. those consumables being you know the weapons are using ammo right counter measures use charges the missile bay uses the missiles crew uses food and then the ship obviously uses fuel.

So there’s those type of consumables that may need to be sort of restocked, right? as you go through these different rounds and and combat, but other than that, yeah, the other components are will last until you’re defeated.

Speaker: Yeah, it would be fun if they expired or needed to be repaired over time, but people don’t let me have my ways in this game. They say I’m too evil. It is what it is.

Speaker: Chris will love it. I’m sure

Speaker: I Chris would agree with me. Yes.

Speaker: they were also asking about if they will be able to loot components. I think just you replayed in the chat, but it’s going to be lootable, right? Like half of it goes half No, part of it is burnt, part of it you can loot, right?

Speaker: Yes. Perfect. Joseph, is there anything you can tell us about scanning? I know this is not necessarily from the sage, but scanning is going to have to be he work in C4, right? I think it’s more of a Denny question, but if you want to share something.

Speaker: Yeah. Yeah. I would probably defer to Danny on that as well. It is a big factor. Um, for sure.

But yeah, I think you’d probably be the best person to ask him that.

Speaker: Yeah, we need to have Denny here, Santi.

Speaker: Oh, yeah. Yeah,

Speaker: Joseph. You’ll have to tell him.

Speaker: Yeah, you’ll tell him. Joseph, you are his brother.

Speaker: Yeah.

Speaker: Yeah.

Speaker: Yes. Uh, anything else, Victor? Anything else from your end? Like any questions? any anything you want to bring up before we reach the hour here?

Speaker: I think not right now maybe let me think about it but nothing that comes to my mind right now. Oh maybe one question Joseph in the map editor is it actually possible to save a configuration because I really would like to do that. I saw there are save possibilities but it’s just saving the JSON right or

Speaker: yes it is saving the JSON and then you can reimpport that if you wanted to play around with that. So,

Speaker: okay. Okay. So, so you’re able, for example, if you’re interested in a certain recipe and want to see the distribution of all the resources needed for that recipe, then you could save like a file for that recipe where the resources are located.

Speaker: Yeah. Yeah, definitely. And one update will be coming with that too.

So I’ll have a new version of the map coming out very shortly and then that will have the proper resource distribution there.

So yeah and I can let you know when that’s rolled out.

Speaker: Nice.

Speaker: Great.

Speaker: Yeah, definitely integrating those tools though. U looking forward to the next update with being able to kind of tie the two together. I’m seeing more and more need on that. So,

Speaker: and Joseph, I believe we wanted to ask the committee as well, uh, for those who use the satiator suite, if you have any feedback, any improvements that you would like to see, any suggestions overall, uh, before we close here, Joseph is the guy for you guys. If you want to see any improvements or anything from the stage suite, tell us in the chat.

Speaker: Absolutely. Yeah. Any big gaps, right? like and kind of what we were talking about today. We’re always looking to improve that and bring clarity to anything that just feels a little bit too confusing, right? Any more integrations that we wanted to look at potentially doing, right? These are all they all kind of integrated tools to a certain extent, but if you wanted to see even, you know, another level of integration more live data, you know, in separate tools, we can definitely look at getting that in.

So yeah, definitely looking for more feedback and ways to improve the tools.

Speaker: Nice.

So far, there’s only one question about the map. They’re asking if there are plans to expand it in the future.

Speaker: I can take big. It’s already pretty big, but

Speaker: yeah,

Speaker: we have all the high-risk zone that was not revealed yet, right?

Speaker: It needs to come out at some point.

Speaker: Mhm.

Speaker: Yeah.

Speaker: And we already see the high-risk zone in the skill tree. So, so, so it’s coming.

Speaker: Yeah.

Speaker: Yes.

Speaker: We need Michael to host another Friday event talking about the high zone and insurance and all that. That’s deep community lore for those who were there.

Speaker: Yeah, controversial.

Speaker: Yes. Neo is actually saying giving some feedback here, Joseph. He’s saying that the situator suit overall is wonderful in his opinion, but it just needs to fix some calculations in the component simulators and add infinite perks to some careers. Those are the two suggestions from Neo. Thank you. Yeah, definitely look at that.

Speaker: Perfect.

Speaker: Awesome.

Speaker: A 3D map also people want.

Speaker: So,

Speaker: talking about Koreas, I come up with another question, Joseph, if I might. what I realized is will there still be a limit or is with the new system of gaining XP and then gaining the points for the different careers and then getting the renown. Um, is that a totally new system and it’s exchanging the old idea of privilege points and you can maximum spend 145 points because I was getting the impression from the simulation that this is going on and on, right? Or is there a limit to the points that you’re getting for the different career path? As far as a cap there, I think that is still being decided.

Speaker: Okay.

Speaker: I wish I could give you a more definitive answer on that, but yeah.

Speaker: Okay. Okay.

Speaker: Oh. also a future looking question. And I don’t know if you can really answer this one, but John Carlos is asking, “Is there a lot of complexity changes planned for season two for season zero after C4 or is C4 what we see right now very close to what we should expect on season zero? We didn’t even re read re like we didn’t release it and people are already asking about complexity. there has been talks of additional things that ultimately have been have been tabled. I’d say that probably solutions to freighting right? That has been talks, right? automated freighting potentially. and also closer space stations for crafting. so th those have been talked about, but yeah, not sure where yeah, those two are what comes to mind.

Speaker: Perfect.

Speaker: Perfect. Nice.

Speaker: All right. I think we covered a lot. we will we’ll keep some topics. We’ll probably do a part two sometime. Uh, we still missed I think probably diving deeper into combat and also council rank and how that impacts everything overall. So, we can probably do another brew soon and we can take a little bit of a deeper dive on that. But, Victor, my friend, I appreciate you taking the time to join us. Always great to get your insights from the APIA side and all the knowledge that you guys have. Yeah, thanks for having me and yeah, glad meeting Joseph and Santi as always. Yeah,

Speaker: pleasure, friend.

Speaker: Great meeting you as well.

Speaker: And Joseph, my friend,

Speaker: hopefully we’ll get you a regular guest.

Speaker: We’ll definitely invite you again. So, I’m just giving you the live heads up for that.

Speaker: Awesome. No, I love it. Yeah, it was really fun. Thank you guys for having me. Um, looking forward to the next one.

Speaker: Yeah, man. I appreciate you joining. It’s our pleasure.

Speaker: Thank you, friend.

Speaker: Yeah.

Speaker: Okay, cool.

Speaker: All right, everyone. You see you guys next week.

Speaker: See you next Wednesday and see you on Friday at the game night as well. We can hop now on some U5 games if you want. NA server. Let’s go. Uh, but thanks everyone for joining and we’ll see you soon. Bye. See you guys. Bye.

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