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Can you tell us more about the inevitable survival aspect of Star Citizen planetary gameplay. Chris Roberts hinted about building blocks for small rooms/buildings, that raises questions on surface gameplay will be. Will there be any ingame need for storing stuff physically or on a specific location?asked by Dutch Bar Citizen

TL;DRPlanetary outposts are being developed first on the NPC side as modular bases, with the aim of opening them to players, who will need storage, supplies and power to survive harsh environments.

Cloud Imperium

So there's a lot of stuff being worked on right now about these planetary locations, especially smaller planetary location and modular bases and modular camps. We're looking into first starting them on the NPC side. It's not a city or a town, we're talking like the moisture farm in Star Wars or like small clusters of building that someone just dropped from space and they put together to create a small little base of operation where they're harvesting something or they're doing some research or have a drug lab.

--Like an outpost.--

Exactly. So tiny little outposts and then ideally we want to open that at some point to you guys so you can build your own and try the stuff. So we don't want to build stuff that's only for one side of the thing. Ideally if it's good enough it should be open for the player. One of Chris' philosophies is that if the AI can do something the player needs to be able to do something. This is a 100% living world with all the stuff being interactable by everyone. It's not … we're not going do a scripted thing where "Oh, only these guys have access to the cool stuff! You, 'cause you're the player, you only have access to what we give you." No, it needs to be for everyone.

So there will be storage. You'll be adding stuff, collecting minerals - or whatever you want to do in that area - and stocking it. And you'll have to bring supplies. You'll have to bring … you'll have to bring food, you'll have to bring water. You'll have to bring everything you need for daily life there. It won't be "Oh, I just here and I'll survive forever." No. If your ship … if you crash on the planet somewhere you better have someone come and rescue you because you'll start to starve; you'll start to slowly die. - It won't be like "Oh, you crashed. You have no water. You're dead!" No, it will take a while. We'll give you ample opportunity of finding something to eat or hunting something. Or stealing some resources from someone else. Or calling for someone to pick you up. But if you're still there after a few days - and not eating, not drinking - you're health will start to degrade to the point where …

--So the outposts will be modular I guess? Just like the … we saw recently the satellites system?--

Yes. It's very similar. It consists of various prefabricated building you could call them. They're like … yeah, they're modules that come together. And there's modules of various sizes and how you purpose them or how … what you do with them they'll be "Oh, this one I'll … it's good enough for a laboratory. This one is good enough for my storage of crates. This one is good for beds and showers." So you'll be able to take one exterior and modularise it with different interiors for what you need that unit to be. And then you can connect it to another unit which does your, I don't know, harvesting of … or it's your power supply unit, and this is where you control the power for the entire settlement. Depends on how big you want it. It could be one room or you can expand to … you'll have to bring the fences … … you'll have to make sure you can survive the weather on the planet - which will also be an element that's important. So you might have planets in which survival … just because you are there doesn't mean you'll survive. It might be that overnight you get -100 degrees. You'll freeze to death. Again you have to have enough power to run all the heaters to keep that base warm enough for you to survive the night. And so on.

Might be planets that have acidic atmospheres. So not all of them will be Earth-like.

Interview›with Dan Trufin·
Published on this date.14 Jan 2017