Back to Search
Economy/AI then, a concern for the community is that players want to feel like they're progressing and that the game is a challenge, but don't necessarily want to have to play for a year to load torpedoes on their Polaris or something. How do you combat inflation, giving players a sense of progression, gold farmers, mission giving etc so that one month after the game launches, not everyone has every single ship under the sun and there is a sense of if I pull the trigger on this there is a real cost to me in doing so?

It's really about the way the game is intended. There will be a lot of balance iterations on the economy side but if you really want one of the bigger ships, you're kind of going to need a team of people. Like on the Enterprise, you've got Kirk and Spock etc. Running some of the larger ships will cost significant resources and you'll need people to contribute to that. Missiles will of course also cost. Right now, if your ship blows up, so what, in the future though it will carry real consequences. People are really going to need to work together to figure this stuff out and fund it.

- asked by Adrian Ip in The Star Citizen Exclusive Interview: Erin Roberts |
Published on this date.2017-02-17
Save Card as Image
ID: 918731122 (Click to copy)
Perma link (Click to copy)