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Star Citizen Live ·
Published on this date.2023-05-05
· 21 Q&As

Star Citizen Live: Mining, Salvage, Tractors, OH MY!

Developers cover the 3.19 mining rebalance for the Argo MOLE and Prospector, new resource locations, and planned refining and crafting. They also discuss item stripping and upcoming ship munching in salvage, plus tractor beam item handling, mass limits and the cargo elevator.

Transmission log

Full answers

What pulled us back into mining when we thought we were out for a while?

Thorsten LeimannLead Systems Designer, EU PU team

One of the main aspects was actually the community feedback that we received. And that was pointing out that we were lacking some content, especially for bigger groups. And the mining in our multi-crew mining ship wasn't fun anymore and there wasn't a real challenge, even though we thought back then that mining could be in particular situations, especially for new players, a bit more challenging. We learned the quick way that we were a bit off with our assumptions there, and that basically made us rethink some of the decisions we made with mining. It basically sent us back to the drawing board, not on the actual gameplay or the main gameplay that you are seeing, but more on the balancing side. So basically the mining that you will find now in 3.19 is not comparable to the mining that you knew from 3.18 and before.

Star Citizen Live·
Published on this date.5 May 2023

What specifically is in 3.19 right now? Can you give us a rundown of the mining improvements?

TL;DR3.19 changes mining broadly: resources get distinct locations, rarity and density, plus a new FPS-mineable Janalite, a friendlier mining UI, varied rock sizes, and mining heads rebuilt around per-resource properties.

Thorsten LeimannLead Systems Designer, EU PU team

Okay, the short version is everything. So I will probably forget some things, because the list is actually quite a bit bigger than I was imagining. I even wrote the summary for our Live Experience team of what actually changed, and that list got bigger than I expected, to be honest. But let's start with the resources. I think that is the biggest change, because it not only affects the mining itself, but it also has an impact on trading. Because right now resources have distinct locations in Stanton. That means we defined now seven standard materials that have seven different locations, or there can be a combination of those in those locations. And those standard materials or those standard resources you only find in those particular locations. For example, the standard is copper and iron. So those you will only find in dedicated locations throughout Stanton. And in addition to that, we introduced rarity to some resources. We have a common one, we have an uncommon one, and we have one rare one, which is Quantanium. So those are now more sparse in their general appearance. So that is the thing that you will notice at first sight. Another thing that is more hidden behind is that each resource now has its distinct density. So that means that even though the rocks look very similar in size in comparison to before, they will have now drastically different masses. So heavier elements will have a huge impact on the mass of the rock. And that actually helped us a bit, because that made certain materials now more viable for bigger ships or bigger lasers, while others are now better suited for smaller ships or single-player ships and smaller lasers. So that was already a big win for us. In addition to that, we also introduced a new mineable that is called Janalite. That is something that we introduced for FPS mining solely, and it's located in the new caves. Basically we wanted to make mining outside of prison more attractive, and now we have this super rare mineable there that will earn you a fortune if you find it. And on the resource side, not only did we update the distribution of the standard materials and the materials in general, we also adjusted all the probabilities of each of the sub-elements. Well, for us, we have a better overview of what resources are where. But for players, I think it's more fun to actually look for certain materials than it was before.

Dan TrufinAssistant Design Director, PU Content

They'll have to discover a completely new distribution, and it might be annoying or exciting depending on everyone's perspective on life. One thing I wanted to add, one thing that we definitely added, and I hope this helps, is a lot of improvements on the mining UI and UX. So there's a lot of small little things that just added together make it more user-friendly. They make it easier for a beginner to understand exactly what's happening, why is it happening, and all.

Thorsten LeimannLead Systems Designer, EU PU team

On the resources there are even things or rule sets that are still uncovered. So I leave it up to the community to uncover those rule sets, because there might be some things that would help you to look for certain materials in a more targeted way. But that's all for the resources. Dan already talked about the UI changes, so actually a shout-out to a person that is ruling all our UI work in our team, that is Bastian. So Bastian did an amazing job with all the UI work that we now have done for the update. So for the UI, as Dan stated, it's now more user-friendly. So we have clear indicators for what you actually have equipped. We now have a dedicated helper that tells you if you should actually try out the rock that you are facing or you should call in a friend, because it says impossible, and impossible means impossible for your current setup. So you definitely will need some help there. One more thing that I forgot, it's actually a huge list. One more thing I forgot is that we now have even different scaling for the resources. So beforehand we had very limited scaling for the size of the rocks you find on those planets. So now, if you're lucky, you even find those little nuggets that you don't even have to break. You can just scoop them up. So even if you were unlucky and didn't have the matching mining heads equipped, you at least got away with something. And that directly leads to the next big update, which was the mining heads. So what we did there is we basically started from scratch. So we mapped out all the resources and defined their own individual parameters, meaning each resource has its own way of affecting the resistance and its own way of affecting the optimal window or the instability and all those parameters that you know from the mining heads. And we mapped that against the mining heads. And then what we did was make some values exclusive for some of the sub-items, and basically did a full cleanup of all the items that we had and then mapped certain types of combinations and the mining heads towards those properties of the resources. So what we did is have one mining head where we calculated on our Excel sheets that it will work better with certain resources, while others won't have such a benefit there. Doesn't mean that they won't work, but it will be more challenging for players with certain laser combinations to crack open certain types of rocks.

Star Citizen Live·
Published on this date.5 May 2023

Can you give us a little bit about where we want to go with mining going forward after 3.19? Is this now it for a while, or is there something else in the back of our heads we already know we want to do as our next steps?

TL;DRMining isn't finished after 3.19: refining and crafting are planned next to close the loop from gathering to recycling, and announced ships like the Orion still need their own mining treatment.

Thorsten LeimannLead Systems Designer, EU PU team

So there are definitely some next steps that are already planned out, some that I don't want to talk about yet, but others that we can definitely talk about, which is crafting and refining. This distribution of the resources helps us drastically to already plan out all the next steps. As Dan so nicely always mentions, we really want to close out the loop, right? So you start mining, you pick up the resources, may it be mining, may it be salvage, then you bring it to your refinery, you refine it to the processed goods, and once you have it in the processed goods, you bring it to your crafting facility, crafting ship, crafting whatever, and then you create the requested items out of them, and then you can even circle back to recycling the goods that you created and bring them back into the loop. This is the ultimate goal. And with the current mining update, we are one step closer to achieving that, while I think we already mentioned that we are already working on the next steps in our team. So yeah, it's in active development. But now, talking about mining in particular, no, that's not the end of it. And the reason is because there are still some ships missing that were announced, and they should have their own treatment of how you play mining with those.

Dan TrufinAssistant Design Director, PU Content

Things like the Orion. And I think there's also a lot of the things that are going to change. As we said, eventually it all leads to crafting and making your own items out of nothing. You start out of nothing with a ship and you get this. But there's a few very interesting things along the way. One of the closest things right now are going to be those mining sacks. We need to be able to eject, collect, put into a refinery, process all that or turn it into refined materials, take that to a manufacturing ship or sell it or whatever you want to do. So the main thing is we're seeing this as a mining operation. We're seeing this as a mining, refining, hauling, production, crafting, manufacturing operation that you can run. You can run it with two, three people, or you can run it on a full scale where you have 20 Prospectors, five refinery ships, three haulers, escort for all of them. It's all that thing. Once that ecosystem starts going, you're going to see some amazing operations in Star Citizen.

Jared HuckabyHost, Creative Content Lead

All these loops connect to form a chain. They all link into one, into another, into another. Work to do mining is also work that will affect crafting, will affect refining and stuff. It's all building out this industrial way of life in the Persistent Universe.

Dan TrufinAssistant Design Director, PU Content

Exactly. And pretty much all of these industrial professions are going to feed into some form of refining slash crafting. That's kind of the pinnacle of everything, whether you do it from mining, whether you do it from salvaging, or any other system that's going to be coming down the line, picking lovely flowers because they have some oil that you can extract from them and use that to lubricate your machine guns or whatever. So it all feeds into this thing where you can produce your own items and create property. Hopefully a very flourishing economy where people trade whatever they produce today with whatever someone else produced.

Star Citizen Live·
Published on this date.5 May 2023
MiningCrafting

[Salvage made its debut in 3.18.] How's that going? How's the response to that been? Are you happy with it?

TL;DRThorsten says he's happy with salvage given the short development time, liking hull scraping as a relaxing contrast to other loops and the first glimpse of crafting, and credits other teams.

Dan TrufinAssistant Design Director, PU Content

I thought I'd leave this one to Torsten. This is his baby. He started this, he brought it to completion. From mining, I have a lot of things to say, because I started it and then Torsten is bringing it to completion. But for this one, I'd rather let Torsten take it.

Thorsten LeimannLead Systems Designer, EU PU team

So the question was where we are with it and how happy we are, and I'm really happy with what we have, especially with the short time that we actually got to work on that. I know you all have been waiting for it for quite some time, but actually the timeframe it was thrown at us was quite short. So I'm really happy with what we pulled out or what we achieved in that timeframe. I think I mentioned it already at some point that what I like the most about the salvage that was introduced with 3.18, so the hull scraping, is that it is such a nice contrast to all the other gameplay loops that we have. We have an action-based combat, we have mining that is now even more than before challenging in terms of itemization, planning and preparation and stuff like that. While hull scraping right now is: you jump into your Vulture or into your Reclaimer, you drive past some debris pieces, and you can just put on some music and relax and just scrape off the hull. I think good games are made out of a variety of systems that deliver on certain demands that you as the player have. Sometimes you might have had a rough day, so what you need is just sit back, relax, and I think hull scraping is the perfect loop for that. I'm really happy with where we're at. What I'm also proud of is that we managed to deliver our first glimpse of crafting. So having that in there with a filler station is also a very nice thing to have. So it's already a glimpse for all of you players. But yeah, that's what's to come.

Dan TrufinAssistant Design Director, PU Content

I just wanted to fill in on this. It's kind of funny, because when we started working on this, there was a bit of a clash of ideas, which always happens with anything you're designing. Torsten was always trying to deliver this more chilled experience, just you and your ship in the middle of nowhere, just scraping whatever you found. And I was like, no, no, it needs to be challenging. It needs to explode if you touch a wire or something like this. And indeed, you need to have the variety. If everything explodes the second you do something wrong, you always have that tension. So it's nice to have the ups and downs. There will be chances for explosions and stuff like this with other gameplay or maybe with other parts of salvage. But yeah, it's nice to have a mix of everything. And I do have to add to what Torsten just said: the team pulled off an amazing feature. There were a lot of dependencies on other teams, and it came at a time when a lot of heavy tech was coming and it kind of influenced the delivery, and they did an amazing job.

Thorsten LeimannLead Systems Designer, EU PU team

Actually on that, before it's forgotten, because without the weapon feature team that did the pre-phase work and the VFX team that pulled off the amazing damage map work that was required for that, we wouldn't be sitting here and talking about this. So also huge kudos to the weapon feature team and to the VFX team that really helped us achieve what we have now.

Star Citizen Live·
Published on this date.5 May 2023

So Salvage, where do we want to go with this? We know munching is in our future. Talk to me about where we want to take munching. What's next for hull scraping?

TL;DRHull scraping is mostly at rest, with some improvements coming alongside munching, which is the next big salvage step and is meant to gamify cleaning up debris while rewarding players.

Thorsten LeimannLead Systems Designer, EU PU team

So hull scraping for now is, I want to say, at rest, but that's not entirely true, because it will get touched while we are working right now on the munching aspect. So some improvements will come with our munching release, but it will also affect the hull scraping part of it. So the next step for salvage was what was released right now in 3.19, which is the item stripping. So that is already a huge step forward for the salvage gameplay loop. And I think it was even one of the most requested, most waited for, however you want to phrase it. But I personally am really happy about it, because it ties in really nicely with all the features that we internally work on. So the synergy is really, really nice, even with refueling in the end, because you can switch out your fuel pods. There are still things that we need to do there. It was already called out in several points on Spectrum or in our community videos or in other channels that there are still a lot of things that we need to do to make it work perfectly. We are aware, and we are working on that. But then the next big step, and I think that will be the most fun, and I'm personally looking forward the most to that, is actually the munching. Every Reclaimer owner will be happy to actually be able to use their claw at some point on any debris ship. But not only is it important for those ship owners, it's also important now with PES. So I think that is even more important than any gameplay right now. We need cleanup. And there's no better way to do cleanup than to gamify it. Have it rewarding in the sense of, yeah, you destroy the ships. It's fun to destroy those ships or those debris pieces, and then you convert them into resources, and then you are either able to sell those for just profit or you use the resources you gather for crafting coming in the very far future.

Dan TrufinAssistant Design Director, PU Content

Sorry, one thing, this is an important... it's not a shift in mentality, it's a good mentality that we've always had, but I think it shows, especially with PES. Yes, we filled up the universe with a lot of wrecks and a lot of junk, but what we're doing right now, we're starting to introduce the gameplay that's going to clean it up, and munching is just one of those things. We know there's a big mess happening on the space stations, on the landing zones. So we will be introducing systems that also will tackle that. But we don't want to just clean it up faster, just remove it and basically destroy PES. What we're going to do is involve the player in it. So if the location is cleaning, then the players will have a chance to do that and gain some rewards from that.

Star Citizen Live·
Published on this date.5 May 2023
SalvageShip components

Tractor beams are getting a lot of fun stuff in 3.19. Give us the quick rundown for folks who may not have seen last season's ISC on it.

Thorsten LeimannLead Systems Designer, EU PU team

You can now attach and detach any ship items and some of the internal components with your tractor beam of choice.

Star Citizen Live·
Published on this date.5 May 2023
Ship componentsPhysics

Internally, has that [tractor beam item attaching/detaching] been a smooth addition to the game?

TL;DRThe tractor beam addition was far from smooth: item handling from inventory was painful, and players stripping shops and display ships led to a temporary shutoff in green zones, with it reactivated only in hangars.

Thorsten LeimannLead Systems Designer, EU PU team

Not at all. There are several issues that we were facing, right? So I think the biggest one is actually how do we get items comfortably out of the inventory and then place them on your ships, right? So your station inventory, how do you get the items out of there and then have them accessible. And there we had a lot of painful sessions. I was talking, I think in our last ISC, that we had the Cutlass Black prepared with all the mining heads in there. Yeah, we can do that. We can cheat. We can spawn items. We don't have to do the annoying part of actually equipping one of your ships and then pulling the items off. So this is something that we uncovered. But I think the most drastic one is, and me as a player, I'm really not so happy about this decision, but me sitting here with my CIG hat on, I think that's the only decision we could come up with: deactivating tractor beams again in the green zones. Because in one of our earliest Fleet Week test sessions, we had players basically ripping out all the items, and the entire Fleet Week hall was just impassable because everything was lying around. And that's not fun for players, even though you couldn't even carry the big weapons out through the elevator, so you didn't even have a benefit from it. It was just bringing havoc to the world and making everyone else's lives miserable. So yeah, we had to jump in and come up with this temporary solution and deactivate the tractor beam in the green zones. But yesterday we activated it at least again in the hangars. Shout-out to Jaro, who just jumped in and did a quick fix for that.

Jared HuckabyHost, Creative Content Lead

I think people were going into the showroom and pulling the components out of the display ships. Is that what I saw?

Thorsten LeimannLead Systems Designer, EU PU team

Yeah. Even from the display stands, shops weren't secure anymore. They'd tear apart every shop and every item in every shop. And also because in Fleet Week we always allow you to enter those ships and explore the ships that you don't own, and that also means you can sit in their pilot seat. A crucial aspect of the tractor beam functionality is that you first have to unlock the items, so that we don't have players griefing one another and just basically tearing your ship apart even though you don't want it. So in Fleet Week you could sit in the pilot seat, unlock the items, and then basically strip every item away, and then another person would come in and be like, why does the ship look so empty?

Dan TrufinAssistant Design Director, PU Content

This is what we always do. We add new things into a very complex environment and set of systems, and there will be some points of failure. And then we look at those, we try to fix them. With the tractor beams being usable in green zones, there will have to be some updates to the law system that needs to support some things. As Torsten said, the shops will need some updating. This is what always happens. You try something and then you realize there's a lot of things that get set in motion. It's an avalanche, and then you have to kind of get all the pieces fixed.

Jared HuckabyHost, Creative Content Lead

And that's because we build everything systemically, though.

Dan TrufinAssistant Design Director, PU Content

No unscripting here.

Jared HuckabyHost, Creative Content Lead

All as functionally and diegetically within the universe as possible, so that those mysterious interactions are what generate emergent gameplay, but they also generate a lot of the, oh, okay, we're going to need something to address that. Turning them off in green zones is a temporary thing.

Dan TrufinAssistant Design Director, PU Content

Yeah, it's always emergent gameplay for the players and headaches for us. We'll get them done, and we'll move on to the next one.

Star Citizen Live·
Published on this date.5 May 2023
InventoryPhysics

What are the plans on making the item port flow much simpler than the current "travel to Armistice, remove items and repeat" for mining? This is a key part of the new experience and it is severely hindered by the current item and inventory system.asked by Salty Mike

TL;DROnly mining-head sub-items can currently be moved out of station inventory internally, with a push possible once issues are solved; larger items can't be done, as they depend on freight elevators.

Thorsten LeimannLead Systems Designer, EU PU team

So we cannot fix it for all the items right now, but today we got it working internally that you can move at least the sub-items for the mining heads more comfortably out of your station inventory onto the ground, pick them up, carry them, and bring them over to your ship. But there are some issues that we still have to solve. Once we get that sorted, we will probably push it out. But for the other items, especially for the bigger ones, it's more complicated. There is no way right now, even with the tractor beam deactivated in the green zones, to prevent players from messing up your spaces or even the stations. So if you have a giant power plant and you just drop it in Grim HEX, you could basically block all the ASOP terminals, and then no one would be able to access them, because tractor beams won't work and you cannot push them around. So this is definitely not something that we can do, with all the issues that we pointed out with the tractor beam being activated in the green zones. So sadly, we cannot do that. But also we want to do it right, which means that we are dependent on the freight elevators, because the freight elevators are basically the proper connection between your virtual inventories and your real space. Because pulling something out of thin air is weird, put it this way. So you definitely want to have the freight elevators there.

Star Citizen Live·
Published on this date.5 May 2023

How will hull-mounted tractor beams, like on the Caterpillar, be able to move cargo inside the ship, considering the tractor beam is located outside of the ship and away from the cargo hold?asked by Luxor

Thorsten LeimannLead Systems Designer, EU PU team

We are aware of those. So we are working on the vehicle side of the tractor beams too. And yeah, those need to be updated. Simple as that.

Jared HuckabyHost, Creative Content Lead

When you say updated, you mean the tractor beam locations moved?

Thorsten LeimannLead Systems Designer, EU PU team

So we talked to the vehicle team about that, and especially for the older ships, they need to look into the tractor beam setup more thoroughly than for the newer ships. So yes, there might be some updates on the actual item position for those to work properly with the system.

Dan TrufinAssistant Design Director, PU Content

It's the standard thing we do with all our ships. We release them and then the systems come online and we have to rethink a few things. If people remember, the Prospector used to have this laser that was pointing downwards. We just had to adjust based on the system, and eventually it all works out.

Star Citizen Live·
Published on this date.5 May 2023
ShipsPhysics

Will we be able to buy empty mining bags and also drop them from inventory to easily attach and trade? The question about dropping items also applies to mining lasers, mining components and other similar objects.asked by Kniebel

TL;DRMining bags can't be dropped from inventory, but can be pulled out via freight elevator and stored in cargo; attached bags can already be detached, and selling and refinery handling are being worked on.

Thorsten LeimannLead Systems Designer, EU PU team

So dropping, no, but using the freight elevator to pull them out and then using them or storing them in the cargo hold, yes. Because as described, we don't want this magic appearance of items, so we really want to wait for the proper system, which is the freight elevator, to pull out those entities into the real world.

Dan TrufinAssistant Design Director, PU Content

They will definitely drop from the ship. So once you fill them in your Prospector, you'll be able to drop them at a refinery with a tractor beam. They'll just pick them up, take them, empty them, refine them, drop the empty one, you pick it up and put it in your Prospector, and so on.

Thorsten LeimannLead Systems Designer, EU PU team

So you can already detach the mining sacks from the Prospector and the MOLE. You can already put them on the cargo grid. So this is also something that we are actively working on: making them detectable by the commodity stores so that you can sell them, but also for the refinery, so that you place them on someone else's ship and then fly to a refinery, and that person is then able to start the refining process for the Prospector owner. So it's also important to us that it's all tying in with the group gameplay, that members of your group can actually do the same actions as you would as the owner.

Star Citizen Live·
Published on this date.5 May 2023

If I fill up a mining bag on my Prospector, detach it and give it to somebody else, there was a time where the other person was getting a CrimeStat because it was considered stolen goods. Can that player now go sell the contents of that mining bag because it's theirs now? How should that work?

TL;DRThe aim is that anyone you allow can handle and sell a bag's contents without theft charges, with the first step being shared ownership among party members; thieves may struggle to sell at reputable vendors.

Thorsten LeimannLead Systems Designer, EU PU team

So it should work that every person that you allow to handle the content should be able to handle that content. And this is something that we are working on, because what we also don't want is, if you're doing group trade routes and you have to split the content of your ship or whatever, that it has one dedicated owner; it can have multiple owners that are valid there.

Jared HuckabyHost, Creative Content Lead

So a way to designate: I'm giving this saddlebag full of Quantanium to this person and it is now theirs and they have full rights to it, versus somebody has taken it and now they would be a criminal.

Dan TrufinAssistant Design Director, PU Content

Correct. I think the first step in this will be to allow party members basically to share ownership and not to get criminally charged; it's not theft if you're part of the same group.

Jared HuckabyHost, Creative Content Lead

And then for the criminals who get the CrimeStat for intercepting a saddlebag, they might have trouble selling it at a more reputable vendor. But as new locations come online that are less legally friendly, there might be other opportunities for them to sell their misbegotten goods.

Dan TrufinAssistant Design Director, PU Content

Of course, that is always the plan.

Star Citizen Live·
Published on this date.5 May 2023

Will hull stripping need to happen first when salvaging, or can you just go straight into hull munching? Will the hull basically be a blocker to performing munching gameplay, or will you just get less RMC if you don't strip the hull first?asked by Ehawk

Thorsten LeimannLead Systems Designer, EU PU team

On this one, you will lose out on the RMC, well, you will at least lose some bits, right? If you start the munching process and that breaks apart your ship, some hull material will get lost. So this is definitely some material loss that you will have there.

Star Citizen Live·
Published on this date.5 May 2023
Salvage

Do we expect the munching to provide RMC, or would it be a different resource?

TL;DRIn the first iteration, munching won't yield RMC, which stays exclusive to hull scraping, because ships lack physicalized materials; munching gives a defined mix, and skipping stripping loses some profit.

Thorsten LeimannLead Systems Designer, EU PU team

So in our first iteration, the munching will not provide RMC. The explanation would take a bit longer, because what we actually need to have the proper materials is physicalized materials, so that each component the ship is made of is aware of which material it is made of. So if you break apart a ship, the piece knows exactly what it is made of, and then you munch it and you actually get the exact components of what it was made of. This is something that is more complicated to do than what we are currently working on. Currently we will be working on something where it converts it to a dedicated or defined mix of materials. So we don't know yet what the actual part is made of, but that will come once the physicalized materials come in. So with that, we don't plan to have RMC be part of that, because we want to leave it exclusive to the hull scraping. But for the future, even RMC as a material might look a bit different or get a bit more variety into it.

Jared HuckabyHost, Creative Content Lead

But ultimately what I heard is that it's really important to both strip and munch whenever possible.

Thorsten LeimannLead Systems Designer, EU PU team

Yes, but it's not a requisite, right? You can munch, but you lose some material or some profit.

Dan TrufinAssistant Design Director, PU Content

It might be, with a Reclaimer, if you have enough things to munch, you're just going to skip the stripping, because you just have so much stuff to munch that it's maybe more lucrative. But if you have only one wreck, then it's worth it to squeeze every ounce of resources out of that.

Star Citizen Live·
Published on this date.5 May 2023
SalvagePhysics

Will the tractor beams be a single focused beam at ship level, or will it be a variable cone with lowering power the wider we go?asked by Soriel

TL;DRTractor beams are single-target for now because multi-object ownership would complicate physics synchronization; using the tech on multiple objects is only at the ideation stage, not even prototyped.

Thorsten LeimannLead Systems Designer, EU PU team

So for now it is a single-target beam, and the reasons are more complex as well, because if we allowed the ownership of multiple items, that would get really complicated with physics and synchronizing those physics. So we decided for now that we will just go for one target per beam. But on the other side, we were talking about how we can utilize the technology that we have with the tractor beam to affect multiple objects. I think Dan brought it up at some point, these distortion fields or something like that, right?

Dan TrufinAssistant Design Director, PU Content

Sorry, not much to say about that right now. It's still too early. Again, this is stuff where at this point it's in, I would call it ideation. It hasn't even been prototyped yet. So confirming anything at this point would be a bit premature. So let's see where we get to. We'll update as soon as we have more.

Star Citizen Live·
Published on this date.5 May 2023
Physics

We have seen the tractor beam able to pull off components. Is there going to be a way to place them into station inventory so we can actually use them? On the same line, if we cannot pull components out of inventory, how are we going to change the mining equipment?asked by Overseer0513

Thorsten LeimannLead Systems Designer, EU PU team

I think we answered that already.

Dan TrufinAssistant Design Director, PU Content

Yes, exactly. So the cargo elevator, the hangar cargo elevator, is going to offer this functionality. You'll be able to pull any item that you have in that station into that hangar through the cargo elevator, then put it wherever you want on your ship, equip it. And it also works the other way around, where you pull from your ship, put it on the cargo elevator, it goes into the station. And one other thing you'll be able to pull with that is vehicles. So you'll be able to say, well, I want the Ballista on my ship. You pull it with the cargo elevator, it comes on the cargo elevator, you drive it up into your ship and take off.

Jared HuckabyHost, Creative Content Lead

Moving towards physicalizing as many aspects of the game as possible, basically.

Dan TrufinAssistant Design Director, PU Content

Yeah, no more magical teleporting of inventory.

Star Citizen Live·
Published on this date.5 May 2023

Will there be weight and volume restrictions on tractor beams, and how will size and specialization of the tractor beam affect them?asked by Pryton

Thorsten LeimannLead Systems Designer, EU PU team

Yes, there will be limits on the mass a tractor beam can carry, defined by the tractor beam size, as well as the volume. And we were even considering having exclusive tractor beams that are specialized in handling cargo, and others that are specialized in handling basically the detaching mode. There are no clear decisions yet on what these exclusive tractor beams might look like or if we even go down that road. But the definite plan is, yes, there will be hard limits on the mass a tractor beam can carry and the volume. The multi-tool right now is just... we wanted to allow you to play with this feature, right? And that meant we basically made it so overpowered that it's really unrealistic, right? A tiny gun carrying several tons of weight is, yeah, it's fun, but not realistic.

Star Citizen Live·
Published on this date.5 May 2023
PhysicsFPS weapons & gear

As far as the stuff that you get through salvage, are there plans to expand it to composites, glass, metals, any other materials?

Thorsten LeimannLead Systems Designer, EU PU team

We touched on that already, with yes. So once the physicalized materials come in, you will have all the different resources everything is made of.

Star Citizen Live·
Published on this date.5 May 2023
SalvagePhysics

[A big part of the mining improvements in 3.19 was wanting to provide more use and viability for the Argo MOLE with its multiple beams.] Can you do anything about the ROC-DS?asked by Disco Lando

TL;DRThorsten says the mining balancing update wasn't aimed only at the MOLE; it also considered Prospector and group mining and buffed both ships differently, though he doesn't directly address the ROC-DS.

Thorsten LeimannLead Systems Designer, EU PU team

You don't want an honest answer from me on this one. But one thing I wanted to point out: it's not only the Argo MOLE, right? We didn't focus only on Argo MOLE multi-crew mining. We also had Prospector multi-crew mining and even multiple-MOLE mining in mind, right? There are areas in Stanton where it's more viable to have multiple Prospectors, versus areas in Stanton where it's more viable to have the MOLE running your mining business. So no, we didn't forget about the solo miners, and no, we didn't forget about the solo miners that from time to time want to work in a group with other solo miners. This is accounted for in our balancing update. It's not solely buffing the MOLE, as I've read so far. There was a decision behind that, which was basically buffing both ships in their own way. Let's put it this way.

Dan TrufinAssistant Design Director, PU Content

In different ways.

Star Citizen Live·
Published on this date.5 May 2023
MiningMulticrewShips

Tractored boxes damage the cargo grid hull of ships at an alarming rate when loading, even at low speeds. What can be done to make this contact softer and less explosive?asked by Carl Pidgeon

Thorsten LeimannLead Systems Designer, EU PU team

It's an issue that we have to fix.

Dan TrufinAssistant Design Director, PU Content

Yep. It's a bug. We're researching, we're working with the physics guys, we're looking into why the energy happens that causes all this wreckage. There's also some problems that come between networking and physics, because sometimes there's some synchronization issues. And yeah, we're investigating. We'll get to the bottom of it.

Star Citizen Live·
Published on this date.5 May 2023

Will the Argo SRV tractor beam be capable of moving asteroids? For multiplayer mining ops, can we tug asteroids together for our party members in the Prospector/MOLE?asked by McGonagall

TL;DRAsteroids are currently static, but with tractor beams they're looking at making them movable, and a strong enough beam could move one; they're probably heading that way, though some problems remain.

Dan TrufinAssistant Design Director, PU Content

So right now, how we originally designed mining, we just made all of our harvestables, which mineables are part of, static. And it was the simple thing to do back in those days. And I think now we're starting to get to the point where with the tractor beam and all these features, there is a point in making it dynamic. So until now, and even right now, if you just crash into a fresh mineable with your ship, it doesn't matter if you crash a Bengal carrier, that rock is not moving. But at this point, we can start looking into having them movable. If you have a tractor beam strong enough to move a ship of the same mass as the rock, there's no reason it couldn't move that rock. We already saw some things happening when lootable boxes were tractor-beamable. So we know there's some small problems there that we still need to overcome, but it is doable. So we're probably going to be heading in that direction.

Jared HuckabyHost, Creative Content Lead

I feel like, if I'm allowed to speak for you, I've known you and Torsten long enough to know that if there's a way to make towing asteroids around possible and relatively safe and not balance-breaking, we'll probably pursue it.

Dan TrufinAssistant Design Director, PU Content

Wait until they tow them at really ludicrous speeds and crash them into stations. Just wait for that. That is the first thing everyone will do.

Jared HuckabyHost, Creative Content Lead

To see whether you can bring it with you into quantum.

Dan TrufinAssistant Design Director, PU Content

We'll at least try it.

Star Citizen Live·
Published on this date.5 May 2023
MiningPhysics

Is everything going to be a beam?

Thorsten LeimannLead Systems Designer, EU PU team

No. No, we were joking. I think it was the last ISC where you asked? Well, we are aware that we have a lot of beams in our game, but that doesn't mean that we want it, right? We also want to have more variety in how our gameplay is visually represented. That means that we are actively looking into finding interesting ways of not utilizing beams for the stuff that we are working on. And I can tell you that munching is definitely up there for not using a beam, at least for the Reclaimer side of it.

Star Citizen Live·
Published on this date.5 May 2023
SalvageArt & graphics