Star Citizen nibbles on space rocks with a look at FPS mining

    
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Last week, the video digest from Star Citizen was all about exploring caves and what you’d find within them such as mining deposits. So it would perhaps stand to reason that this week’s video is all about just how mining those deposits will work from a first-person perspective.

FPS mining operates similarly to mining from the cockpit of a Prospector mining ship: You scan a suitable rock to determine its contents, fire a laser at it at just the right levels of power to blow it apart, and scoop up the valuable rocks that burst forth. The only difference being, of course, that FPS mining is done with a multitool that has a mining attachment.

Players can personally mine deposits from within caves or out in the vacuum of space from asteroids and stow the goodies in their materials inventory, which will have varying sizes depending on the type of armor being worn. And yes, there will be purpose-built armor specifically designed to have maximum material inventory space.

FPS mining not only opens up eating space rocks but also allows for harvesting goodies from the local fauna as well. All of the commodities players mine or pluck can be sold at any trading and shipping console for a small hit of extra aUEC. According to the video, minerals mined in this way are effectively uncut and unrefined gems, so they should rake in some solid spacebucks.

source: YouTube

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deekay_000
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deekay_000

looking forward to the glow sticks.

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Life_Isnt_Just_Dank_Memes

Doing this with the multi-tool in No Man’s Sky in VR is amazing. I’ve been base building on a fantastic planet I’ve found. I really hope CiG nail this because I adore Hello Games system of doing this and they have a tiny team.

I’m still blown away that I steer my ship in VR by grabbing the controls in my virtual in game cockpit using my Oculus Quest controllers. It’s the more immersive than a HOTAS setup that costs the same price as my entire Oculus Quest did. Side loading NMS with ALVR has been one of those gaming experiences that come around once in a blue moon. Unless CIG can replicate that in VR they won’t have an experience that matches the feeling of putting virtual hands on virtual cockpit controls they’ll fall short of the achievement that Hello Games has accomplished.

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Lethality

NMS is not even in the same technical league as SC. But, that’s here nor there.

The reality is that’s not the most important feeling that the game is trying to nail… there are much deeper aspects that need to be dealt with first before they decide if any of that VR icing is really going on the cake.

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Life_Isnt_Just_Dank_Memes

My comment about the multi-tool in NMS is relevant though. CiG is implementing a mining beam. Hello Games nailed it with their design. With a small team. I am hoping CiG does the same because it’s awesome.

The part about controls is absolutely relevant though because in NMSVR I see my virtual hands grabbing the virtual stick and throttle in my virtual cockpit and I grab those and use those as my controls. It’s basically using a HOTAS that is in the actual game. That level of presence creates a depth of experience that I believe CIG is trying to capture, but won’t unless they implement a system like this of their own in VR. Their real world HOTAS systems simply can’t do what Hello Games has achieved with the controls being in the actual game.

Now, if I can push all the buttons in my cockpit in VR in Star Citizen and use the controls in game, then I’m all in. The system in NMSVR is that good.

For example, I play Everspace. It’s a great little arcade-y space shooter. It’s a blast, but I can see the controls in my cockpit but I can’t grab them or use them. That simple thing has absolutely ruined all games that can’t do what NMSVR is doing. It’s like when Call of Duty changed how FPS control schemes worked. It’s that big of a land shift. Anyone who enjoys flight games owes it to themselves to play NMSVR and experience it. It’s revolutionary. I can’t believe a small team like this has done what should have been in a game like Star Citizen years ago.

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Lethality

I’m not saying its not good, and a nice accomplishment… but there are so many other things ahead of it in relative importance for CIG to worry about.

None of us have qualifications to say “it should have been in years ago”… this is not an apples to apples comparison, regardless of staff.

SC had true multiplayer 4 years ago that NMS hadn’t achieved until just now, for example.

I’m not disparaging NMS, I love it and play it. But it’s just a completely different beast for every reason you can imagine.

Not to mention, there’s a lot more to SC “flight” than the arcade model NMS has.

Again, it might be great and a true step in the direction of the future – but saying “SC shoulda had it by now” — or even have it any time soon — is kinda misguided.

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Life_Isnt_Just_Dank_Memes

I appreciate what you’re saying. It’s just my opinion CIG is trying to give players the most realistic experience and the most realistic flight experience is the type I was speaking of with NMSVR’s flight controls being the way they are. It’s one of those, “I didn’t know I wanted this until I got it” type things.

It was a bit hyperbolic of me to say that it needed it years ago, but I would imagine a big portion of the playerbase in SC is most concerned with how accurate the simulation of how ships fly in that game seeing as they are willing to shell out hundreds and sometimes thousands of dollars for ship concepts.

deekay_000
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deekay_000

My comment about the multi-tool in NMS is relevant though.

i agree.

the basic fps mining tool stuff in nms can be chill. and fps mining things is the exact sort of thing you want to have chill in teh mechanics and let the seeking out and such be the challenging mechanics involved if you will.

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Rhime

Sweet! Keep it going CiG…