Star Citizen on power, insurance, and minimum viable products

    
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So you're accelerating.

Do you have a problem in your life with an increasingly skeptical car insurance provider? The first time you bring in your car covered in dirt and dents, maybe it wasn’t a bit deal. But the seventh time you bring it in for repairs with the same claim, hard questions are going to be asked about your membership in the Fury Road Pre-Enactment Society. You’ll face the same problem in Star Citizen insofar as if you keep bringing your ship in for repairs and making insurance claims, your premiums are going to go up over time.

When asked what Star Citizen’s post-launch plans are, Roberts says point-blank that like other MMORPGs, “Star Citizen is never going to be finished.”

I think I’ve said this for quite a long time but Star Citizen is never going to be finished and I don’t think people would say EVE is finished or World of Warcraft is finished now. Star Citizen will go on, that universe will go on as long as anyone is out there wanting to play in it – which I’m hoping will be for a long time obviously. The games I mentioned have been 10 years plus.

So, really what we’re doing with Star Citizen is we’re working on the game, adding features for an incredibly ambitious design – I don’t think there is any other game that is trying to do as much as we’re trying to do. So, degree of difficulty 11, not 10. And, we’ll have what we determine is a minimum viable product feature list for what you would call Star Citizen the commercial release which is basically when you say, “Okay, we’ve gotten to this point and we’ve still got plans to add a lot more cool stuff and more content and more functionality and more features…” – Which by the way includes some of the later stretch goals we have because not all of that is going to be for ‘absolutely right here’ on the commercial release. But we’ll have something that we’ll think, ‘Okay yeah, not everyone can play it but it doesn’t matter – you can load it up, it plays really well, it’s really stable, there’s lots of content, there’s lots of fun things to do, different professions, lots of places to go, we’ve got a really good ecosystem.’ So, when we get to that point that’s when we would say, “Now it’s not alpha, it’s not beta, it’s Star Citizen 1.0.”

There’s more info about using tools like cutting the lights on your ship to repel boarders and adjusting individual engine power on larger ships with multiple drives. It’s all very fiddly and complex, and you can see all of the answers in the video just below. If you can’t watch the full video at the moment, however, you can instead just check out the straightforward summary from the INN.

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