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Star Citizen Live ·
Published on this date.2026-08-05
· 16 Q&As

Star Citizen Live | Gamedev: Siege of Orison

The developers walk through the remade Siege of Orison mission: the transit platform, Ninetales enemies and Oni-mask refresh, IFF inverters, keycard loot from Elites, and automatic checkpoints. They explain the four-player limit, vehicle section with the IKTI, and a 45-minute "Sweet 45" challenge.

Transmission log

Full answers

So talk us through what we're doing. What's going to be the first thing we run into? Are we going to stumble into enemies? Do we have to walk through anything at all?

TL;DRThe mission first teaches players to take the shuttle to a transit platform and join an instance, with no reward, and the new instance lets a group of four play a more directed experience without outside interference.

Well, for now we're taking the old shuttle that always has been here, and we're going to go to the transition platform, as at least we've been calling it, where we can call ourselves an instance and get involved, get in the mix. So that's step number one. That's what this mission is going to teach us right now, how to do it. And then after that, anyone who wants to play, they can just rock up to these elevators and get themselves an instance.

And I hope the players aren't expecting a reward for this mission. There is no reward. It says zero.

LukeEnvironment Art

So yeah, what we are now is the transit platform. This is new compared to the original Siege. We can already kind of see that some stuff has been going on and that Crusader is actually in distress. And then from here, we'll take an elevator and we will go into the instance. It's a new technology that we deployed that allows people to have a more curated experience within the universe, where you go in with your own group of four for this Siege of Orison experience, and then other players can't really obstruct your player experience, so we are able to provide the players with a lot more of a directed experience.

Star Citizen Live·
Published on this date.5 Aug 2026

So how do you decide how many enemies to put in front of people at the beginning? Do you ease people in, or do you just throw everything at them as soon as they get off the platform?

We changed it. Originally, this was like a no man's land that was kind of safe. You join in with Crusader and you'd be safe. And then, I don't know, we just want to kind of throw you into it straight away. You're here to take this back.

LukeEnvironment Art

Yeah, and I think initially we were also thinking, oh, we want to throw people directly in it. We want to have enemies directly as you get out of the shuttle. And then we actually noticed that we were getting overwhelmed a little bit, because there was no time to kind of position and plan. So we dialed it back a little bit, and it gave you a little bit of room to kind of plan ahead and have that opportunity to jump into the different lanes, as we call it, the different approaches.

Star Citizen Live·
Published on this date.5 Aug 2026

It's night time right now. You said earlier it was harder at night than it is in the daytime?

It's just visibility of the AI.

Ninetales have nice fluorescent kind of purple armor as well, so they kind of do stand out, but if you were here trying to fight against a different faction, it's going to be so difficult to really lock onto them.

Star Citizen Live·
Published on this date.5 Aug 2026
NPCs & AIArt & graphics

This is the first island, and I don't think it's any secret that there are multiple islands. How do you add variety to all the different islands? Is there a theme to this first one, or is it just easing people in?

TL;DRThe first island has a theme of a Normandy-style beach landing with immediate, intense uphill fighting, and encounters are designed with peaks and troughs so intensity alternates with moments to regroup.

There definitely was a theme, sort of mixed between gameplay mechanic themes and also telling the story, I suppose, of the Ninetales attack on these platforms. Luke would probably be the best to talk about how he tackled that side of it art-wise.

LukeEnvironment Art

Yeah, so the theme that we discussed with the creative director Ian, that we really wanted to bring home on this first island, is really this Normandy beach landing experience. You come out of the shoreline. You're there, explosions are happening. The fight is immediately intense. You're trying to push up. We're fighting uphill. We had the mortar section that we just went through. So it's really like, we're here, it's not a stealth approach. You're getting tossed into it straight away. And I think that really defines this first couple of areas. And then we'll see what the next area has entailed for us.

When you're designing encounters and missions, you always want to try for nice, what we call, peaks and troughs, where there's points of high intensity that then chill out. Because if it was constant high intensity, it gives you a different feeling and experience compared to ones where it's like, okay, now we can breathe, we can gather up, we can sort ourselves out.

Star Citizen Live·
Published on this date.5 Aug 2026

What are the Elites in the Siege of Orison mission, and what happens when you kill one?

Well, there are bosses throughout this mission, but there are also some Elites that you'll find. And these Elites will drop a keycard, as we're about to be taught by this first interaction with this objective: when you loot them, you'll get a keycard. That keycard will open a nearby weapons cache.

Star Citizen Live·
Published on this date.5 Aug 2026

The new Siege of Orison is limited to four players. What was the decision around changing that?

TL;DRThe four-player limit came from wanting to test a curated, linear mission without outside influence, with bigger parties possible later, while the old Siege, built for fewer players and later upped to around a hundred, was unbalanced.

So it was actually... I've seen a lot of discussion about it online, and I know everybody has their own opinions about it. I think there's drawbacks and benefits to doing it. Simply put, when we decided to remake Siege of Orison, within an instance, we wanted to see whether we could create a curated experience for four players. A linear mission flow that utilised not having any outside influence inside a mission, really for the first time, in Siege. We wanted to see if we could craft that in particular, and see whether we could pull it off: what we have, what we don't have, what we'd like in the future to perhaps make things like this, or things with a bigger party size.

And like I say, we could have made a bigger platform and increased the party size, tried to curate it for that many people. But we settled on four. We wanted to start with a group of four for this. I know it's not very similar to the old Siege.

I mean, the old Siege was completely unbalanced. We had no way of limiting it. So when we had built it originally, it was designed for 30 people. And then they found an issue where... Originally, we used to have two DGSs running on one server, and we found when we did Siege that they were fighting for resources. So instead, we were like, well, let's just have one DGS per Amazon server. So we did that. And then we were like, we can up the player count then. And then obviously that's when Siege came out, and we'd upped the player count to like 100 people. So it was instantly unbalanced on release. So it's nice to finally see it in a balanced form.

Star Citizen Live·
Published on this date.5 Aug 2026

Did you expect players to tackle the nodes with all four players going from one to the other, or did you expect them to split two and two?

Well, honestly, I expect everybody else is way better at the game than us lot. So I would imagine they can probably tackle it two and two. It depends, but it's up to them, really. How difficult they're finding it so far.

Star Citizen Live·
Published on this date.5 Aug 2026

Before, there was an element of PvP, where people could help or hinder. Obviously this is just the four of us, so...?

And that still happens, clearly. You can still... we let you do this for your mates. You choose. It was completely different when there were people stood outside the shuttle on Solanki Island just grenading each other. I went to a Bar Citizen in France and I met one of them. He was like, "Yeah, I'm one of the guys who stands outside the shuttle and grenade launches everyone."

Star Citizen Live·
Published on this date.5 Aug 2026

So, checkpoints. You've obviously put in a few, right? It's not just the one. Personally, I really like it, because it keeps me in the gameplay. But it's not endless, right? If everyone goes down...

No, so it is going to be endless respawning, at least with this initial release. We're working on the system, obviously it's the first time trying it, but basically, as you complete each major step, kind of after you get past the objective, every time you go through a med room, completing that next objective, so in this case reach the rooftop, that's going to set our checkpoint to this med room.

Oliver HullCo-host, Community

So just so players are aware, in case they don't know, do you have to set the medical bed at all?

Nope.

Oliver HullCo-host, Community

So it's an automatic thing, which is really cool.

Star Citizen Live·
Published on this date.5 Aug 2026

So what have we got here? What is going on by the Cutlass?

LukeEnvironment Art

Yeah, so what we're trying to do right now is that, at a high level, Crusader got invaded by the Ninetales, and they started to place some of these friend-or-foe machines, which basically means that the Ninetales now disrupt what is considered friend and foe in the airspace around it. So our goal is to disable the friend-or-foe inverters so that the Crusader forces can come in and help us clear the threat.

Yeah, these IFFs were the same things as in the old Siege.

Star Citizen Live·
Published on this date.5 Aug 2026
Missions & contractsLore

[Luke,] now tell us all the headaches you've had with it.

LukeEnvironment Art

We just discovered an issue where we need to decide what we load in, and based on that we take the proximity of the size of the location, and the location size is determined by everything that's in the location. What we discovered is that I had that ship fly by, and no one checked what happened at the end of the path it flies. And then we discovered that after it's done, it just keeps flying, it just goes in a straight line and just flies out, so the bounds of the location just...

Massively expands.

Star Citizen Live·
Published on this date.5 Aug 2026

So I see you've got a different helmet there [on the Ninetales]. Looks very cool.

Yeah, along with this, we did a nice visual refresh of the Ninetales, which includes adding these Oni masks, and there are different versions of them, there are different levels, they're really cool. Ian absolutely loves them, our creative director. We put a lot of effort into them with the rest of the character team to make them look real nice.

Star Citizen Live·
Published on this date.5 Aug 2026
Art & graphicsNPCs & AI

It's great how you've got options to tackle a route. There's probably an optimal route, I assume, but it's fun that you don't have to go down one corridor.

TL;DRMax hasn't worked out an optimal route; the level design offers varied cover and engagement ranges for different playstyles, with hand-placed AI inside the instance, praised as the team's good work.

If there is an optimal route, I've not worked it out. I'll let Mr. Kraken make a guide for it, and then I'll know.

LukeEnvironment Art

Yeah, and that's what we try to think about as well, from an environment and especially from a level design perspective: okay, where are the covers? Are they very close to each other? And then based on that, you kind of get a play space that works very well for shotguns or SMGs, close-range weapons.

Oliver HullCo-host, Community

Plenty of variety of engagement, I guess, right?

LukeEnvironment Art

Yeah, so just to make sure that we cater to the different play styles that players have.

Oliver HullCo-host, Community

But also, it's added challenge, right? If you're always doing shotgun stuff, you just bring a shotgun and do that, but you have to kind of have a bit of variety within the team, make sure you're covering all bases.

LukeEnvironment Art

Yeah. That's why we create these protected pockets where the AI is really hunkered down, and now it's like, ah, there's a big open area in front of it.

Yeah, and actually, if there's an opportunity to do it, I think the level design team that has worked on this mandate has been so exceptional. We had a lot of work. The AI inside of this instance is actually all hand placed, which is something we don't do anywhere else in the game. We spawn all our AI through spawn closets. Instancing allows us to hand place AI and assign them defend areas, give them all of their settings, hand placed in editor, which is super helpful for development going forward. But once we tried to start doing it, there were a number of problems that arose. They had a lot up against them, and they got it done in record time. They really did an amazing job with this. So shout out to Manuel, John, Marcus. They did an amazing job.

LukeEnvironment Art

Yeah. We built this together with the team in Germany, and they really smacked it. Level design, the environment, my environment guys in Germany were super proud of how it all came together.

Star Citizen Live·
Published on this date.5 Aug 2026

When we were on foot, everything was quite compact. This bit is quite open, and you've got the vehicles. It's a change of pace; it's not all the same throughout the entire mission.

Yeah, this is the opportunity we've had, which we don't get that many of, to use some of the vehicles. We went back and forth about what vehicles to use, actually. We could have used tanks if we wanted. We experimented with the idea once upon a time. But ultimately, we decided to go with the IKTI. That was just an awesome opportunity to use them, jump around. I think it's turned out really, really nice. It's nice to see it inside of a mission.

Oliver HullCo-host, Community

And maybe tanks in the future. It's not like you can never use those.

Never know.

Star Citizen Live·
Published on this date.5 Aug 2026

Max, do you happen to have a challenge for anyone watching who's played this event?

Yeah. We were debating the time for this, but I think if anybody can complete the entire event... the mission, this entire mission... and send all POVs. I need every player's POVs, no exploits, no cheats. If you can complete the whole event in 45 minutes, if you're the first people to do it, we will commemorate you in the game. So you'll be called the Sweet 45. The Sweet 45 Gang. So once we're live, get yourself a group.

Oliver HullCo-host, Community

And then are we going to show people, or will people go find what you're talking about?

We'll put it in, they have to find it themselves.

Star Citizen Live·
Published on this date.5 Aug 2026

So what's different about this last section here?

TL;DRThe last section now lets players take a shuttle straight back into the action instead of flying their own ships to the barge, and the barge has a redesigned maze layout and a fully designed boss fight.

Yes. We've skipped the idea, originally in Siege, where you had to fly your own ships up here and try to push your way to the barge. And instead now we let you take the shuttle and get straight back into the action, and there's no chance of anyone being left behind because all the ships have been taken and all this sort of stuff.

LukeEnvironment Art

What you can do as well is if you come here to the Cutlass on the left, then we can actually see a little bit of the narrative world building that we've done as well: the Ninetales have used this Crusader barge to just Trojan horse their way into Crusader. And we can see that they've used all these containers and that a lot of the stuff came out of it. And that's also why this final boss battle happens at this barge, because this is that stronghold that they flew into. So now we are sieging the fortress.

Yeah, so this barge was actually my pride and joy of the old Siege. This was the thing that I got to make, the old warehouse. If there's any old-school players in the chat, they'll remember it.

The OG barge you made with the fire on it as well.

Oh, yeah. We made a version of it that had fire in the final area of that thing, but VFX said it was too costly at the time, so sadly, we never got to put out the en fuego version. But we did decide to change the layout of the barge quite considerably, and I think it is significantly, significantly better than what we had before. It's now a sort of maze to find your way over to where you'll find the final boss. And then that final boss room is a completely different thing to what it once was. It's a whole designed boss fight, so hopefully everybody enjoys that, but we'll wait till we get to that bit.

Star Citizen Live·
Published on this date.5 Aug 2026