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All insurance policies are associated with one specific ship and last a certain period of time. But these extra insurances pertaining to cargo or upgrades (weapons, coolers, thrusters, shields, etc) only cover against losses in certain risk levels or star systems. The player can buy additional insurance to insure against the loss of cargo and upgrades. Having insurance is entirely up to the player, but generally players can buy standard hull insurance that covers the ship in most star systems and risk levels. The current consensus is leaning towards a ship's destruction meaning ship loss, unless you have some kind of ship insurance. This topic is largely undecided and still being discussed by the developers. It's a big reason I'm building this game outside the publisher system.” They're the fun parts and there is no way I am going to deliberately nerf them to encourage people to pay Zynga style. And in case you're worried that we're going to make the basic missions boring to encourage you to buy credits We're not!trading and flying missions are the core of the open world experience. In addition the ship design / abilities is very rock, paper, shotgun so every build of ship has a weakness. Quote from Chris Roberts about ship balance in combat: “ There is no undefeatable MMO RPG style build in Star Citizen as we don't have character stats that affect your damage. For example, if there are 1,000 ships fighting in orbit of a planet, the game will try to split it into 10 instanced battles of 100 players each. The game will use this dynamic instancing to spread out ship battles and reduce server load. Other ships can dynamically join and leave this battleground, up to 100+ ships (depending on game design). When two ships enter combat, they are seamlessly instanced into a battleground. Ship combat relies mainly on piloting skill and ship balance.
STAR CITIZEN GAME MANUAL
Players can choose between optional "assisted flight" computers for flying longer distances, and manual flight. Players can then have the new jump point named after themselves and sell its location on the galactic market. When a player discovers a new path, they will have to navigate the jump path manually before it can be saved into their navigation computer. Players will have a chance to discover new jump paths, and even entirely new systems. Players will use existing and known jump paths- wormholes- to travel between star systems. The primary methods of propulsion are thrusters, quantum drives and jump drives. The game engine will also simulate damage to these systems, making it possible for players to lose a thruster and have their flying inhibited accordingly. Ships are equipped with lateral thrusters that are required to turn the ship and reverse acceleration. Star Citizen features an accurate newtonian based physics engine.
STAR CITIZEN GAME MODS
These mods will not work in the CIG controlled persistent universe. The game will include the option for private servers, and will offer modding tools for these servers at some point after launch. Star Citizen will have multiple game types, ranging from a permanent, persistent world similar to contemporary MMOs to an offline, single player campaign with drop-in-drop-out cooperative play. Ship upgrades will factor heavily into combat, but player skill will ultimately determine game performance. Star Citizen could feature gameplay similar to other Robert's space sims, abandoning the traditional MMO 'click to kill' system in favor of skill-based, space shooter mechanics. įor a summary of events leading up to the game, see the wiki article on the Timeline. The player will spend time in warzones and rise through the ranks, eventually earning UEE Citizenship. In the single player campaign, the player joins Squadron 42, a legendary volunteer unit assigned to the UEES Paul Steed (CV 023) of the 2nd Fleet of the United Empire of Earth Navy. Brian Chambers (Director of Development, Foundry 42 Frankfurt).
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