https://www.youtube.com/watch?v=selRp4K ... XVyolQO3wj

Cloud Imperium Games wrote:Fortune favors the bold, and in this new short-form series, learn about MISC's first salvage vehicle from the folks who made it ahead of its release in the upcoming Alpha 4.0.1.
TL;DR: Slightly less efficient but slightly easier-to-use version of the Vulture. Cheaper too probably. I like it. The absolute lowest entry into the ship-based salvage profession.
As a bonus, the Prospector gets upgraded too with physical components, new HUD etc. Win-win even if you're a Prospector fan, even if you don't care for the Fortune.
People had been speculating that the Fortune would be a combo mining-salvage vehicle that would do both these base professions with a simple change of the laser head but not as well as the dedicated solo vehicles for them, but it didn't turn out that way. I agree that that would have been a superior product and addition to the game than what we got. But I still like what we got, and there's no reason that CIG couldn't make the combo vehicle at some point down the line. Maybe by Argo?
Anyway, let us know if anyone buys this. Shouldn't be too expensive. I may upgrade something to it if I have an appropriate vehicle in my fleet and the upgrade is only 10 or 20 bucks.
From the video comments:
@GreatWolfBalistic wrote:This is a perfect ship for multiship gameplay. Your friends can pick off the cargo with ease while you work.
@staceybertran52 wrote:Not bad but we would still like a medium salvage ship 2 or 3 crew that is between the Reclaimer and the Vulture.
@HighmageDerin wrote:Advantages of the Vulture over the Fortune. The second arm holds a tractor beam. Anyone who salvages knows just how handy that thing is when you get a little close and bump the target. I might have to get out and do it myself. But I can store 24/25 (if I'm quick enough) SCU in my cargo bay, before filling the buffer back up again. Second scraper head does speed up salvage runs. Especially if you know how to space the beams out. Assuming I'm done salvaging and want to sell at say Crusader where the prices are marginally higher than elsewhere before heading back to Area18, my home port. The cargo bay allows me to grab a light cargo mission to take with me on the way back! further adding to my aUEC bank account :) The Fortune may have better speed or component choices though, that is to be seen. But honestly you're getting one of these ships to clean up AFTER a fight, not start one :)
@HighmageDerin wrote:Forgot to add, there MIGHT, MIGHT, be one reason for me to choose a Fortune over a Vulture, and that will be when the MISC Odyssey finally drops. The hangar might be large enough to park both a Fortune AND a Prospector if they park opposite directions of each other in a snug fit, allowing you to fly out into the unknown far reaches of the solar system, park the Odyssey, while your friends take out the Prospector and Fortune to scout and harvest while you refuel the tanks with any quant you or the Prospector find!
@Yama_1291 wrote:The Vulture scrapes faster and can hold much more salvage. I guess it's convenient not having to move the boxes by hand but do you really want to leave over 1/3rd of the salvage behind for the sake of convenience? Unless the outside grid can fit 24 boxes I don't see myself ever using this over a Vulture.
@Allegromk2 wrote:I usually salvage in civilian clothes, I find it relaxing so my girl likes to relax too. I really enjoy having to go and stack up the boxes, and it's only what twice you have to do that, the first 13, then another 11 (or 12 if you're lucky) and then just let the buffer refill. Go back with 37 SCU of RMC, in one trip. Fortune is not going to compare with that.
@jamesgale9722 wrote:Except the Vulture excess cargo CIG already stated cargo will have weight that will cause ship performance issues and cargo that is not locked to the grid can cause ship damage or damage to the cargo itself during high-G maneuvers and jumping to quantum. So for now it's fine but in the future the intention is that overstuffing ships will have consequences.
@JackalX111 wrote:CIG, thank you for adding more windows on your ships. :]
@FelixEnder wrote:1:28 "two salvage stations working together is a new thing to us"...
Reclaimer: Am I a joke to you?
@BigBobBlazer wrote:They just say whatever sounds flashy or dramatic. They're trying to hype it up so it sells. I'm not sure what delusional backer would think any of this is new or different.
It was just one random employee. Could have been a new guy as I've never seen him before. They have 1,300+ employees, 5 studios across 2 continents, different studios working on different vehicles, hundreds of vehicles. Practically no one knows everything about this game, let alone some new recruit. Cut them some fucking slack ffs. This guy gets it:
@blazemonger1 wrote:Different teams, these guys probably never even seen a Reclaimer, if they are even aware it exists...
Much better responses because humor:
@williamjamieson2334 wrote:Devs forgetting about the Reclaimer and new devs too afraid to get lost inside it.
@fochs wrote:2 stations being worked by one person easily... is new... one person running around like a chicken without its head is old hat... lol.
There is a little controversy about the salvage container making a little teleport jump onto the external cargo grid instead of being fully animated. This is the sort of thing that would have normally made CIG delay a vehicle by years while sorting it out, and many players had been telling them to stop being so anal about everything. Well, this time they weren't anal, and the other half of the playerbase is now complaining lol. Me? Eh... it still looks good, and the teleport is tiny. They might embellish it down the road.
More lols:
@AbbreviatedReviews wrote:MISC has the technology to have salvage crates automatically place themselves on the grid! Maybe one day Drake will figure this out so we don't have to move boxes three feet backwards when they're being processed...
This is what happens when you build a hyper-detailed game. It's the uncanny valley of hyperdetail. I have a chapter coming on this in my VGART SC book.
Edit: According to comments, Prospector interior hasn't been updated to Fortune standard yet, at least not in PTU. I am sure it's coming though.
Edit 2: Some negative feedback that's hard to read but true enough:
@The_Fallen_1 wrote:No disrespect to the people that worked on it, but I'm really not liking those dodgy structural salvage lamps. It strongly points towards going back on what was said would happen with structural salvage once Maelstrom is implemented as I can't see them cutting or grinding up big chucks of scrap. Also, it feels bad that half the Vulture is dedicated to be able to do structural salvage and the Reclaimer has to have a massive salvage arm with a large grinding area in the core of the ship, and all the Fortune has to do is tack on a couple of small lamps and it can do the exact same. I hope that when structural salvage gets another pass with Maelstrom that they redesign the Fortune's equipment for it.
@TheGavric wrote:They just gutted the interior (where the mining feed system should be) and added a box teleporter where the mining bags were. This ship is not up to their standards. Used to be that the ship team turned out the most reliable work in this game. This ship was phoned in, like everything else in the past year.