Perhaps yet more interesting for our hardware enthusiasts is Star Citizen's ship hardware customization system. Because projectiles and externally-mounted hardware are limited in ammunition - and because energy weapons need recharging - round conservation and tactical weapons deployment plays a big role in combat. Ballistic weapons can be used to pierce the hull and eliminate core components, energy weapons optimized for damaging shields will open the target up to those ballistic projectiles. In talking with Roberts, I think you'll find his vision for multiplayer combat tactics most interesting (discussed briefly 30:28): By mixing ballistic and energy weaponry, player squadrons will be able to efficiently tear-down opposing ships. Squadron-like combat tactics between multiple players On realism: How will different types of weaponry be balanced in combat? How do you balance realism for fun? Can you tell us about the thruster physics simulations?
![star citizen corsair star citizen corsair](https://i.redd.it/zkbtlrcbwu931.jpg)
Trading discussion, buy/sell functionality.Ĭan players salvage ship components from warzones? Craigslist type setup for game currency. Component parallels to modern silicon frequency thresholds. "Boutique ship shops," a la Digital Storm. What are the plans for component under- & overclocking? What's your vision for dogfighting combat between skilled players? Component tweaking & situational load-outs. What's the plan for ship hardware customization? User-generated content through power struggles. Developer response to players gaining power. Developer interaction as the game ages. How do you plan to handle content consumption as the game ages? How do factions impact player-planetary interactions?Ĭan you tell us about the types of encounters in space? Server load-balancing engineering challenges. What has the team been up to since last time?Ĭan you tell us more about the planet-side module? Key Community Questions & Answer Timestamps Time
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Star Citizen / Chris Roberts Extended Edition Interview (35:52) Star Citizen - Chris Roberts Interview with GamersNexus, M. You'll find interview highlights and question timestamps below. The interview went long, so we've split the content into two videos: The first is an edited cut of the most pertinent questions (includes in-engine footage of the hangar module), the second is the full, minimally-edited interview - ideal for fanatics. That universe is Star Citizen.Īfter accumulating questions from the community, we visited Chris Roberts and team to discuss gameplay mechanics, hardware, hurdles, and game development methodology. A huge sandbox with a complex and deep lore allowing players to explore or play in whatever capacity they wish. Chris Roberts has always wanted to create one cohesive universe that encompasses everything that made Wing Commander and Privateer / Freelancer special. Pick up jobs as a smuggler, pirate, merchant, bounty hunter, or enlist as a pilot, protecting the borders from outside threats. It's a complete universe where any number of adventures can take place, allowing players to decide their own game experience. At its core Star Citizen is a destination, not a one-off story.
![star citizen corsair star citizen corsair](https://www.starcitizenfrance.fr/wp-content/uploads/2019/03/corsair-drake-star-citizen.jpg)
![star citizen corsair star citizen corsair](http://www.jimmartindesign.co/data/Movies_Games/sub202/DRAK_Corsair_model_render_exterior12_JM.jpg)
Star Citizen brings the visceral action of piloting interstellar craft through combat and exploration to a new generation of gamers at a level of fidelity never before seen.