Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- SQ42
- SQ42 Similar to Mass Effect, in that the choices you make will roll over to the next games in the series
- Arena Commander
- Arena Commander will exist in the final game. It will be an in-universe video game where you can train/play without the risk of destroying your ship and damaging your character/losing lives.
- Additional AC game modes and ways of specializing matches, ranked leaderboards and so on. If someone wants to create esports out of this, CIG will support it.
- Star Marine/On Foot Combat
- Weapons – Arclight Pistol, Laser Pistol, Combustion Pistol, Laser Assault Rifle, Burst Cannon, Sniper Rifle, Electric Shotgun, frag grenades, EMP grenades, force propulsion grenades, an electric claymore,
- Gadgets - a quick barricade, a hologram that creates a 3D version of yourself, med kits, an energy grapple gun
- There’s a big gun in Star Marine, a cluster bomb that gets fired from a launcher
- Shoulder carried railgun for anti-ship attacks
- Energy riot shields will be in the game
- We will be able to wear backpacks to increase storage capacity, but this might inhibit other things.
- Yes to melee combat and it will work in EVA.
- Shoulder patch character customization in Star Marine
- You can loot people you kill in Star Marine
- Co-op will be in Star Marine.
- They may do weapon skins, as long as they’re not stupid.
- Have basic melee, but can also train in alien martial arts at a Tevarin dojo.
- You will be able to engage in combat on lawless landing zones
- FPS Stances and Breathing
- Three stances, lowered, ready and ADS
- Stamina System, consumed by sprinting, vaulting, mounting, climbing and holding breath
- Armour increases stamina drain rate, low stamina increases weapon sway
- Fire is most accurate at top and bottom of each breath.
- Weapon sway also dictated by the weapons and their attachments
- FPS dungeons/instances are a core part of the PvE FPS gameplay mechanic we’re designing for the PU.
- Something like taking a five man FPS team into a Vanduul mining station or arms factory and either steathing or killing everything that moves on your way to the objective? Yes.
- Persistent Universe
- 100 Star Systems
- Linux support has been announced. CryEngine supports it, and so can SC. If CryEngine ever supports Mac, then so would Star Citizen.
- Track IR support
- At least one waterworld in the PU
- There may be missions in the PU exclusive to those who completed Squadron 42 (The Vanduul have invaded Vega… help!)
- Voice acting in PU with subtitles as a backup.
- There are a bunch of ‘world changing’ events that they have planned for the PU, but they’re not going to take any officially yet. It’s too early yet.
- Organization system will form the basis for the faction system.
- Organizations will be both player and NPC-run. Smal factions like your friends, organization, and allies, big organizations like the UEE, Banu, Xi’An, and Vanduul
- There will be shifting alliances. If you choose to be a friend to the Xi’An for example, the Banu and Vanduul will both be displeased with you.
- Cool plans for streaming tech (streaming the game) to come down the line.
- Secret military bases in the PU? Yes.
- You need to log out in a bed
- Hyper Vanguard Force might be in the game. They’ve talked about having all the mini games in the final game somewhere.
- Pirate, smuggler, drug runner, hacker, militant, terrorist… bad dudes you can be.
- Missions won’t necessarily be stand-alone, some will interlink, or drive into other ones.
- We’ve got an awesome NPC/Boss-NPC system, if anyone has player Shadow of Mordor and liked their nemesis system, this takes it another level beyond that, it’ll add a much more personal level of interaction, your actions will effect those NPCs and those around you etc.
- Plus, global ones that affect all the players, so some pirate that might be your nemesis could gain enough infamy that he becomes the pirate lord in that system, where all players can go after him. We’ve got a really cool system worked out for all of that, blending into the economy.
- Some Jump points might be dangerous or dynamic
- You can share star map locations
- In fiction live team reporting on in-game events
- Organisations
- There will be player influenced politics
- There will be a player arbitration guild for settling organisation disputes and drama
- Organisations can be corporations, PMCs, Cults, Syndicates, or Misc
- Organisations have internal ranks
- Organization will have a reputation system (10FTC, 10FTC)
- Landing Zones and Locations
- Landing zones will have planetary landing and customs scans
- Landing zones will have day/night cycles.
- Four landing zones in Stanton system (ArcCorp, Hurston, Microtech, Crusader)
- Four landing zones on Earth (New York, Moscow, Shanghai, ???)
- Terra Prime (three districts)
- Spider (Cathcart)
- Cassell (Goss)
- Delamar (Nyx)
- The Belt and Vili (Odin)
- Lo and Castor (Corel)
- Shorvu and Xi (Rihlah)
- Rytif (Bremen)
- Capcas (Castra)
- Lorana (Banshee)
- Ergo (Nemo)
- Uriel (Oberon)
- Schwester (Chronos)
- Tovaroh (Kayfa)
- Mentor, Reisse, Persei (Rhetor)
- Angeli and Vann (Croshaw)
- Aremis and Selene (Vega)
- Tangarou (Helios)
- Haven (Tyrol)
- Asura (Ferron)
- Etos (Osiris)
- Cole and Ashana (Nul)
- Grinder and Tomb (Tiber)
- Cestulus (Davien)
- The ARK
- Banu Trading Posts
- MobiGlas
- AR wrist based device, displays contextual information
- Can be damaged, will glitch out
- Can project onto nearby walls, can interface with things in the environment that have TAGs
- There will be a military variant of the mobiGlas
- Backers get an explorer class Mobiglas rig
- Can automate cargo loading through MobiGlas
- mobiGlas will have socket for different modules
- A module may enable you to scan other players, or detect when they're scanning you
- SkyLine app wouuld allow them to store personal information on top of the map
- Death of a Spaceman
- If you eject, you live, if you don't, you lose a life.
- Each character has a number of deaths they can be revived from
- Characters will bear scars from deaths
- Characters can extend their number of lives with missions and money
- Lose all of your lives and you must roll up a new one
- You cannot buy game-character slots with in-game credits. That’s something you’ll have to buy with money outside of the game.
- Character creation is in-world, first character is in a bathroom, second at a funeral for the first
- You can sign up with the UEE Navy or head out as a civilian
- Players have basic insurance for their possessions
- Systems will be in place to prevent insurance fraud.
- There’s a system for the insurance, they’ll never have you pay for something and then take it away from you.
- Players can take out loans to buy more stuff
- You can use simulators to practice combat with no financial penalty or risk
- Reputation and faction alliances pass on to your new character, but slightly diminished
- Possessions can be passed onto the new character
- If you disconnect you autopilot
- Shooting ejection pods or ejected players in space has a big penalty
- Ship modules will decrease chances of life-loss with better ejection systems and automation
- You can be captured and sold into slavery with consequences, this does not count as a deaths
- Characters aging: It will likely be done, however, it is not a priority for the initial launch as it will happen so slowly.
- You can also allow a character to retire.
- You will be able to "Agent Smith" and possess NPCs to play with your friends
- Healing Your Spacemen
- 10 areas of the body can be damaged in four different states
- Damage is visual, also can be determined through diagnostics
- Limb damage reduces weapon handling and movement
- Hard to instantly kill a player, they get downed and can be revived
- Can be dragged by other players, or drag yourself
- Healing in the field is limited, you can't be restored to full health
- Need to travel to a medical bay to be fully healed
- Some ships have medical bays that work like stations with medical bays
- Players can respawn in any medical bay, including ships medical bays
- You can bleed out
- Medical profession, like all professions, is something that you can be skilled at and get better at, not just push a button and done.
- Player Character
- Female character model
- At least ten different facial structures to choose from per sex
- Characters can lose limbs and replace them with cybernetic ones
- Medical procedures can get you transplants if you don't like the aesthetics and are prepared to pay
- Clothing system will allow top hats
- All clothing customization options will have an impact on your character.
- Food/Sleep/Showering will affect the player in a fun way. Lack of showering might affect player interactions/appearance, or lack of food/sleep might weaken the player a little.
- There will be augments that grant skills or performance enhancers.
- Play as an alien race (long term)
- NPCS
- NPCs will be unique and can also perma-die
- Lots of NPCs variety required, at least ten types with both sexes
- PU NPCs are "highly interactive"
- NPCs will react to you based on your appearance, clothing or ship
- Aliens speak their own languages
- Pets
- Pets will have robust health & damage models, in the way that the humans are going to have. Pets will have a fair amount of detail in terms of animation, their AI.
- Character Interaction with Gameworld
- You can pick up items with grabby hands, features animations of you picking them up
- You can put down items again
- You can rotate items that you are holding
- Two handed items are re-oriented automatically
- You can throw and flip items like in Elder Scrolls, flipping coins
- You can USE items by double-tapping
- You can perform vandalism and tagging
- Ships and Ship Systems
- You will be able to paint ships.
- You will be able to rent ships.
- You will be able to buy ships with immersive purchases, such as talking to a salesman and signing a deal
- Purchasing ships/ship components with ingame currency
- Ship/component/cargo insurance
- Ships should be able to dock to each other
- Panel Access to Components/Internal Repair
- Component Tweaking/Tuning/Overclocking/Testing
- Ship locking / access control
- Ship hacking / forced boarding / component disabling
- CPU Resource System
- Working escape Pods/Vehicles
- Xi’An Volper bomber will be in the game.
- Vanduul Bomber will be in the game.
- More Banu ships will be in the game.
- Many promised ships such as the Banu Merchantman, 890 Jump, etc
- Flying an alien ship, will affect your standing with that race.
- Pilots can bulkheads/depressurise in their ships as a means to make boarding attempts more difficult.
- There will likely be some sort of in-universe way to tell how far/long your ship has run.
- Ships will be able to attach and detach parasite craft
- Ships like the Retaliator will be able to fit different internal modules
- Ships like the Endeavour will be able to store ships in internal landing bays
- We're still missing the Idris, Polaris, Javelin, Bengal and other capital ship categories that were in the Kickstarter
- Capital ships have a command and control system, where they can relay data and targets to other players on their team
- Larger ships will need shuttles to land on planets
- Some ships will have fishtanks onboard
- Multicrew
- Larger ships will have crew stations for different activities
- Crew stations can be crewed by other players or NPCs
- Communications is a multicrew station, can communicate with other ships
- There will be short range voice communication between player ships
- Can send information like cargo manifests or docking requests based on modules fitted
- Scanning is multicrew function, depends on array installed
- Avionics is a multicrew function, can prioritise systems such as ITTS or missile lock to reduce lock on time
- Power Management is a multicrew function
- Navigation is a multicrew function
- All users can see ship stats and overlays over a ship model for damage, heat, power and EM sig, with filters
- Multicrew stations have presets that can be renamed
- Multicrew stations will log player chat, critical information and server information
- Multicrew stations can recieve notifications from other players
- NPCs can crew stations on your ship, but not as well as players
- NPCs can be assigned to stations manually
- NPCs will have their own skills that determine their effectiveness at their jobs
- Electronic Warfare
- Ships will have many types of signature: cross section, electromagnetic and Infrared
- Reducing your signature below a certain level is illegal, like driving at night with headlights off
- Ships have a unique signature like reg tags
- Players will be able to scan their surroundings either passively or actively.
- There will be multiple states for signature detection, including fuzzy contacts
- There will be multiple EWAR methods available and multiple types of ESM
- EMP will shut down a target completely, requiring a reboot
- Signal Intercept is mostly passive, allows you to reroute or scramble communications, can change tracked targets, or interfere with radar and scanners
- Dataspike missiles allow you to hack in and shut down components like engines, weapons, shields and cooling
- Distortion reduces power flow to components, will repair over time
- Modules like ship-mounted antenna systems and custom avionics modules can improve function of EWAR
- Heat chaff are countermeasures for IR tracking.
- EM flares are countermeasures for EM tracking.
- Data chaff are countermeasures for hacking or spoofing
- Decoy missiles can act as a ship by spooking a tag, but not the cross section
- You can get ship shields with scan shielding
- There is a dedicated scan shield component
- Hulls can be modified to be scan shielded
- Ship Repair and Maintenance
- You have a repair arm and a task manager
- You can bring up diagnostics including damage area
- Repairs require materials to be socketed for repair quantity and speed
- Repair is a multi-stage process, first you must strip the damaged area, then spray over it to reach 100% on each area, this affects quality
- You also have a personal multitool that does the same thing
- Subcomponents can be repairs by turning the component off, swapping out a subcomponent, and turning it back on.
- Repair ships can take damaged ships aboard [presumably only if they fit of course] and jump away to safety, if needed.
- Miller ERS (External Repair Structure )can be locked together to create a scaffolding around a ship as a portable orbital drydock
- There will be repair drones
- Backers get a Class I Repair Bot
- You can EVA to perform ship repair
- The Crucible will be able to repair fighters
- Shields and Management
- Shields absorb energy, but let ballistic damage bleed through
- Shields have a bunch of variants
- Can allocate power to different shield faces
- Multicrew shield management has five presets
- Can allocate priority between Recovery, Regeneration and Max HP
- Can reinforce shield segments and boost recharge
- Can prioritise shield segments for recharge
- Engineering: Ship Components
- Ships have hardpoints for various pieces of equipment
- Components use power and produce heat
- Ships can reduce their signature for stealth
- Ships can have hull breaches for boarding
- Mass affects manoueverability
- Items have varying quality
- Ship also has CPU as limitation like in Eve
- Parts have durability and can be damaged
- Parts have different costs
- Parts can be performance tuned
- Higher performance at cost of higher wear and tear, or risk of burning component out
- Testing, overclocking equipment in a hangar
- There can be illegal components
- Parts connect via pipes, need supply of resources to function, these pipes can be damaged
- You can melt modules for raw components
- Backers get an engine tuning kit
- Engines can be tuned to racing level
- Economy
- Economic Background sim that represents millions of agents
- No fixed prices, everything is supply and demand
- Industry is represent by thousands of nodes, representing refineries and factories
- Nodes are NPC run, players can purchase them
- Some nodes are atomic, others are agglomerations, i.e. a business may represent multiple nodes
- Node types: Population, Training, Entertainment, Repair, Raw Materials, Refinery, Manufacturing, Advanced Manufacturing, Component Manufacturing, Assembly Line, Reseller, Transport, Communications
- Manufactured goods are not unlimited
- Manufactured goods need to be shipped around manually by NPCs or players
- Production is realtime and can take a long time, an Idris takes a month.
- Background simulation spawns missions for players, especially in emergencies
- Nodes away from civilised space request goods less frequently
- There is a job or contract system
- You can run your own business
- Cargo and Trade Design Document
- Containers have cargo unit capacity and fixing points
- Cargo containers are standardised sizes and interchangeable
- Cargo containers will be armoured
- Players will be able to stowaway in cargo containers
- Cargo containers can be scanned on foot
- Cargo containers can be booby trapped
- Heavily armoured containers can transport less
- Pallets can be loaded to move multiple containers at once
- Cargo is stored in a stasis grid as long as there is power
- There will be a Space Craigslist for player trading.
- Long term you might be able to open a storefront.
- Space globes will be purchasable and tradable.
- Inertia on objects not anchored on ships
- Tractor beams and EVA for picking up cargo from space
- Cargo containers can be opened in space
- Smaller fighters can be de-assmebled and transported in parts as cargo
- There will be trade lane and cargo software, which will be more in depth on larger freighters
- Smuggling
- For smuggling, you need to know what types of scanners you have to protect against and buy/install the appropriate components to mask your illicit goods.
- In order to smuggle past the planetside cargo scan you will need electronic countermeasures to set off a false cargo manifest.
- Mining Gameplay
- Trade and Development Division is the commodities marketplace
- Miners can work freelance or get a fixed price as an agent for a cut of their cargo
- Pioneer career uses long range sensors to prospect
- Prospecting information can be sold to information brokers
- Organisations may automatically share private discoveries between themselves
- Mining roles - Pilot, Scan Operator, Beam Operator, Cargo Operator, Refinery Operator
- Scan Operator injects sampling missiles by scanning the asteroid for an injection point
- Missiles are manually controlled, can scatter, skilled operators can barely scan and still hit
- Beam operator controls voltage to sculpt big or small, can explode the asteroid at full power
- Too much power creates seismic tremors that can blow things up in the asteroid
- You can see materials quantity around the mining beam
- Cargo dude scans fragments that come off, direct them into the crusher with a tractor beam
- Has to balance attractive and resistive force to avoid breaking up fragments
- Refinery operator channels different ores between different processors like Cook/Serve/Delicious
- You can continue mining while not at the controls
- You can jettison ore containers to drop the mass and increase speed
- You can jettison ore containers to be picked up by others
- There will be different mining lasers with some better at boring holes, or mining lighter/denser materials
- Salvage Gameplay
- You can explore ship wrecks
- Most wrecks will not explode, so they can be salvaged
- When you find a ship you want to salvage you can either go over to it and pick the parts you want off of it, or you can just turn the whole thing into scrap.
- There will be a manned cutter which you can use in EVA to explore ship interiors
- Refuelling Gameplay
- Refuelling is a multicrew function
- Players can choose which fuel tank is being refuelled
- Ship to ship refueling, with manual and automatic options.
- Refuelling can be done when stationary or in flight
- You can haul fuel as well as cargo pods
- You can refuel from your fuel pods
- You can refuel from gas giants with a gas refinery
- Passenger Transport Career
- You need a passenger license with a recurring fee to carry passengers
- You need a passenger starship, which comes in four different comfort classes
- Players can publish flights with arrival and departure times and ticket prices
- You can fly for NPC corporation flight lines
- Pilots will be able to fly directly or plot a course for the ship to follow
- Pilot recieves real-time feedback as to how many tickets have been sold
- Pilots have a reputation, like Uber, poor reputation can lead to your license being revoked
- Pilots can adjust pricing on passenger seats
- You have to keep passengers happy by serving drinks
- You have to keep passengers happy by repairing entertainment console server blades
- You have to keep passengers happy by treating them if they have heart attacks
- You need flight attendants for more than 30 people
- You can carry NPC passengers or players
- The pilot must give an all-clear signal to disembark
- You can emergency land at a different destination and force people to get off
- You can control passenger entertainment from screens in the cockpit
- You will be able to modify the internals of the ship with a holoviewer style interface
- Passengers will be security scanned when boarding
- Bounty Hunting
- You need to be licensed at a bounty hunters guild
- Bounty Hunters guild has a ranking system
- Warning if you fire on a citizen, bounty on your head if it keeps happening
- Bounties don't fade away, are valid in all systems
- UEE pays out the bounties
- Insurance may be suspended on those with bounties
- Murder is more important than destruction of property
- Players can assign bounties on other players
- Multiple bouunty types: tracking, capture and kill
- There will be a "most wanted" list of criminals
- Players with bounties will need to be scanned first
- You can be jailed, and skip the sentence
- Possibility of jail-break missions
- There are in-game news feeds where freelance job postings will be listed
- You have reputation as a bounty hunters
- Bad reputation will only be reported against you if there are witnesses
- Bank records are traceable in financial crimes
- Bounties can be tracked by "red-tag-flag" signatures
- Bounty Hunters will have varying reaction from NPCs depending on location
- Exploration Career
- You can save and sell the location of untapped ore deposits
- You will be able to share exploration data to friends via mobiGlas.
- You will find, catalogue and report critical information
- You can sell information you find to players or NPC interests
- You can sell information on enemy positions and composition
- Information Broker Career
- Information brokers can pinpoint small asteroid bays for you as well as type and quality
- We can intercept data transmission drones and release them again to stay under the radar as part of the info-agent profession.
- Science Career
- Can grow plant life and harvest for profit
- Plants require soil, seeds, water and fertiliser
- Farming is labour intensive and requires attention to detail
- Can choose lighting and radiation for your plants, as well as temperature
- No irrigation or fertiliser automation, industrialisation what?
- Each species is a puzzle
- Some species are cosmetic, like tulips
- Exotic species are harder to grow and more valuable
- Space telescope can scan the heavens in any part of the EM spectrum
- Can also fire off long-range scanning probes
- Can scan down comets, asteroid fields, derelict ships or stellar phenomena
- Select an area of the sky and slowly scan for anomalies
- Can increase scan resolution by zooming in once you have detected something
- Scanning creates a nav marker you can travel to
- Supercollider modules will allow overclocking of components
Add Comment
Please, Sign In to add comment