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What kinds of non-combat personal equipment are planned?

TL;DRPlanned non-combat gear includes a multi-tool with cutting, repair and salvage, and tractor attachments, while consumables, mines and throwables are only prototyping ideas with nothing set in stone and no timetable.

Jonny JaceviciusSenior Systems Designer, Foundry 42 UK

Okay, one that I think we've at least touched on lightly in the past is the multi-tool. I think it's called the Pyro multi-tool. It has several different attachments, which makes it kind of like a bit of a pocket Swiss army knife. So if you're carrying the attachments around with you, you'll have the ability to do a bunch of different things. So the main one that we've prototyped the most is the cutting attachment. So you'll be able to cut through specific surfaces. If it's quite a tough surface, you might not have any luck getting through it because it's quite a small tool. It's probably only about this big. So it's kind of like a little pocket welder and cutter. So you'll be able to cut through certain surfaces. Like if you need to get to a panel of some sort that's locked, you might be able to cut through that surface and actually manage to get to it. One of the other attachments is the repair and salvage attachment. As an example, say if your Gladius had taken some damage, you could go up to the damaged wing where you've stripped away a bunch of metal from some laser fire or something. You'll have a repair canister that you can attach to this thing and you could just start filling that in. So you're repairing mostly superficial damage on there. I don't think you'll be able to weld a busted wing back on with this tiny little thing.

Jared HuckabyHost, Community

Not with that attitude you won't.

Jonny JaceviciusSenior Systems Designer, Foundry 42 UK

It might take you a while. So if you're persistent, maybe. Another one that people might be quite interested in is a mini tractor attachment. And again, you've got to remember that this thing is quite small. So in zero G, you'll be able to push and pull things. So you'll either be able to pull yourself towards objects heavier than yourself, or you'll be able to pull things lighter than yourself towards you. But obviously, you're not going to be grabbing someone's Reclaimer and tailing along the back of it. It's more meant for pushing, pulling crates around and things like that. But who am I to say? Always with you what cannot be done. Some of the more combat-orientated stuff, like the gadgets that we may have touched on very lightly in the past, these are much more in a prototyping phase where we need to actually get them in game and play with them and actually see if they're a good fit for Star Citizen. We don't want to just come up with an idea and go, "Boom, okay, let's take this hologram decoy or something and it'll be perfect for Star Citizen," go all the way with it, put it in, and then realize that it's not a good fit. So we've looked at gadgets and gone, do we want consumable items? We've got things like that in the game at the moment: we've got the oxygen capsules and we've got the medical pens. So we're playing with the idea of putting different substances in that thing. They'll have different effects on your character. Like, do we want a Stimpak-style thing that will temporarily speed up movement speed? I'm not saying they're going to be illegal substances, but we may be skirting the line a bit there. We want to try out different deployables, so if you think about mines, different types of damage on the mines, so you could even have an EMP mine that might mess with people's radars, explosive mines, more traditional, blow-your-legs-off kind of thing, and even things like remote turrets. Obviously, remote turrets are a little bit difficult to prototype because we need to see if we can make it work with the weapons we've already got. So, like I say, we need to make sure that we can actually do these things. And then we've got things like throwables as well, like explosives and even potentially throwable shields. There's a ton of stuff that we can play around with there. But nothing's set in stone. We've got a lot of ideas we want to play with.

Jared HuckabyHost, Community

Folks who have followed the project for some time will remember a lot of the stuff like the personal shield generator in our early, early Star Marine prototyping, back when Illfonic was working on the project. Those things were representative of our intention at the time. Many of those things are still our intention, at least to explore the possibilities. So you may see them at some point be introduced into something like Star Marine, and we'll play with them. But I don't believe we have a timetable on that. At the moment, the roadmap is your place to find all questions related to timetable.

Jonny JaceviciusSenior Systems Designer, Foundry 42 UK

Yep, that's correct. We'll just fit it in when we can.

Calling All Devs›Multi-Tools and Keybinds·
Published on this date.2 Jul 2018
EpisodeFPS weapons & gear