Star Citizen talks about upcoming medical gameplay, FPS hacking and radar, and inventory updates

    
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This past episode of Calling All Devs was primarily about planned updates to the core gameplay loops of Star Citizen — primarily, injury and death mechanics, hacking terminals, and personal inventory features.

A lot was made about the game’s planned health, respawn, and death mechanics that CIG discussed previously. In essence, each individual limb will have its own health pool that combines to create an overall global health pool. Injuries can range in three tiers of severity — tier one being the worst and tier three being negligible — and will have different effects on player performance like an inability to aim or difficulty moving. Handheld healing items like medipens will restore functionality, but too much damage to a single limb will require specialized care to fully heal. Healing consumables aren’t meant to be an instant fix so much as a way for players to power through their injuries and finish the fight, and there are plans for a blood drug level that players will have to manage as well.

Managing character injury will become vital, since respawning away from a landing zone means your dead body will drop all of its equipment. This is meant to encourage seeking medical help from other players that have specialized ships and equipment or from hospitals in the future, though dying close enough to a landing zone will see players respawn with all of their gear. There are instances where damage exceeding a player’s overall health pool will occur, however, which means instant death no matter what.

There are plans to have handheld radar tools that will work similarly to the recently updated radar scanning and pinging, with the added level of ambient noise affecting results and detected players receiving an alert that they’ve been pinged. As for hacking, that promises to become its own game mechanic that uses a hacking keycard that lets players open doors, disable shields, and do other things. In the same vein, repairing computer systems will be similar, just in reverse (naturally). Alpha 3.15 may have some of these features available. As for inventory, there are not many surprises here, though there will be an update to the mobiGlas to help players manage inventory better.


source: YouTube
Longtime MMORPG gamers will know that Star Citizen was originally Kickstarted for over $2M back in 2012 with a planned launch for 2014. As of 2021, it still lingers in an incomplete but playable alpha, having raised around $350M from gamers over years of continuing crowdfunding and sales of in-game ships and other assets. It is currently the highest-crowdfunded video game ever and has endured both indefatigable loyalty from advocates and immense skepticism from critics. A co-developed single-player title, Squadron 42, has also been repeatedly delayed.
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Turing fail
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Turing fail

“This is meant to encourage seeking medical help from other players that have specialized ships and equipment or from hospitals in the future”

Gee, I hope players will also be required to obtain in-game medical insurance (if they can afford it- else they just die) and have to argue about coverage with ruthless AI call center bots…

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MothballShow

Who knew that the far-flung future of 2951 was nothing more than the United States circa 1981-now.

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Ardra Diva

actually some of this stuff could be quite simplistic. You could have a “hacking card”. Equipping it or using it on a lock could be as simple as a right-click menu with a ‘Hack the lock’ option. It’s not like they’re going to open up real, actual hacking techniques in the game – at best it will be a simplistic simulation of ‘hacking’. Kind of like how there is a lock pick skill in Diablo, etc. But you can tart it up and make it sound really impressive if you use enough words.

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BladedDingo

it’ll be a mini-game with a “connect the circuit by moving pipes around and letting the current flow through” mechanic, or some other kind of silly puzzle. The lore they mentioned in the video is that some genius hacker made the hacking program into a 3d virtual representation of the hack to make it easier for non-hackers to use. i.e., a mini-game.

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Tee Parsley

Innovation and more innovation! Just like the Corpse run mechanic.

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Loopy

All SC players will be required to be fluent in Python.

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Sleepy

They can just keep this up forever, it’s the perfect con.

“We want it to be the most complete space simulator ever, and we haven’t modelled the effect of gravity waves on the tensile strength of the ship’s toilets yet. That’s for next year.”

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Loopy

I am not touching this game with a 10 foot pole until they accurately model thermodynamic effects of toilet water on my ship and its entropy value.

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Joe Blobers

Except it is not what is happening. Missions and gameplay are released then tweaked. None require to have a 16 cores CPU or to have a Nobel price in mathematics.
Best example are capacitors mechanisms which were already part of Wing Commanders… implemented in 3.14

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Godnaz

I just wanted to say random, tinfoil stuff in the comments. Hi mom!

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Zero_1_Zerum

“Managing character injury will become vital, since respawning away from a landing zone means your dead body will drop all of its equipment.”

Well, that’s just stupid. My equipment is my equipment! Honestly, the more I hear about the mechanics in this game will supposedly work, the more I think about getting a refund. I mean, I got the starter ship back in 2012, and the main reason I haven’t gotten a refund is because Squadron 42 is supposed to be a thing and I’m only out $40 if they never actually finish the game.

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BladedDingo

The idea is that when you respawn, you are actually a clone. so you’re waking up in a facility far away from your body. You’ll have to go recover your belongings if you want them.

Otherwise, you can wait for rescue. how that will work is anyone’s guess – maybe on death you can activate an emergency beacon that someone with a cutty Red can come and recuse you with. that will prevent you from having to respawn and save your gear/loot.

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Armsman

You obviously never played MMOs during the EverQuest era (1999-2003) where the only way to get your equipment back was to run back to where you died and loot your own corpse.

This isn’t a particular game mechanic I’m fond of within Star Citizen, but it’s something that Chris Roberts has been talking about and saying would be a part of Star Citizen since day one of the crowdfunding campaign. “Death of a Spaceman” shouldn’t be a surprise to anyone If they read anything about the game before they bothered to make a pledge.

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Zero_1_Zerum

Obviously I wouldn’t play a game with such a stupid inventory mechanic. Stuff like that is why I don’t play Rogue-likes.

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Joe Blobers

It is not a stupid mechanic, it is one you ignore what it will be when fully implemented and potentially one you like or dislike.

All games are not supposed to please every single individual on the planet. This is why we have choice.
Personally, having inventory mechanism allowing to carry more equipment than a container ship or equipment magically re-spawning when you die.

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Joe Blobers

Expect some insurance mechanism to cover equipment costs. About finishing the game(s), +600 devs are working on it :)

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treehuggerhannah

It seems like this game is really trying to be all things to everyone.

At some point you have to start making decisions on what your game is going to about.

Realistically, a game can’t just… be about everything.

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Joe Blobers

How is it about everything? The number of possible gameplay is limited by two factors:

– Operating systems in multiplayer ships. Those functions like missile operator are specialized version of the solo ones, nothing more.
There are limited to roughly ships equipment: repair, operating turrets (guns/missiles), tweaking capacitors (engine-shield-electric power for equipment), fire protection.

– Solo or multiplayer:
* All type of triggered missions you have in others MMO through mission givers,
* Different type of gameplay… limited to few.
Roughly ten: mining, repair, salvage, transport (container or passenger), data, medic, hacking, exploration, racing, refuel, outpost building (Pioneer)

Mining, transport (small packages), racing, missions givers are already implemented and expanded through quarterly patch. Others like salvage and repair are basically the same but with inverted mechanism, hacking and data runner are not requiring a lot of devs investment compared to full mining mechanism.
Medic, salvage, container transport are coming by Q1 and I won’t be surprised they can add at last three more by end of next year (like repair, hacking and data).

Realistically a game can not be about everything but it can be a lot more than what Publishers served us since two decades.
Proof is SC alpha with more features than any single released AAA.

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Bereman99

Sounds like some fun mechanics to check out in 2029.

Gipfeli
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Gipfeli

ah, i like optimistic people. stay positive :] !

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Raidervc

Read a really smart perspective on the emergency use authorization for Covid vaccines and why pharmaceutical companies haven’t applied for full authorization yet. The reasoning is that the clock on IP protection hasn’t started yet, so they’re gaining lucrative payouts for the product and artificially extending its life cycle until market, or regulatory pressure, forces them to bring the data forward for a full authorization.

That’s Star Citizen. A game with absolutely no incentive to bring a finished product to market. They keep bringing the money in with their “emergency use authorization.” Hopefully sometime soon the market, or some oversight, will force them to do more with their $350,000,000.

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Tee Parsley

Until Star Citizen models fuel pressure changes completely accurately, I am just not interested!!

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BladedDingo

oh, I’m sure it’s on the roadmap somewhere…

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Joe Blobers

No but a SC comment section won’t be truly complete without some free SC bashing :)