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Are there any plans to use harvestables for purposes other than selling, like crafting, cooking, consuming, anything as part of the actor status system?

TL;DRYes, the initial harvestables release was just a first step, and the goal is to move toward crafting and science uses such as research data, consumable boosts and extracting chemical substances.

Dan TrufinLead Systems Designer, Foundry 42 Frankfurt

Yes, definitely. What we released as an initial release is just that. It's our first toe in the water to see how it all feels. This was definitely not the final plan for harvestables. For us, harvestables mean a lot of things. We made a system that can be used to spawn a lot of objects throughout the world that the player can harvest, collect, or do various things with. It's not just, oh, you take this thing, you take it to the shop, you get X amount of UEC for it. We want players to be able to gather research data from harvestables, to pick up a fruit and be able to eat it and get a bit of a boost for X amount of time. We want them to be able to extract whatever chemical substances each of them has and take that and use it for whatever, anything from developing maybe a virus or a weapon or a cure or all of these things. So yeah, the point is definitely to go into more of a crafting-oriented, science-oriented domain and give a lot of gameplay options here for the player.

Star Citizen Live›Alpha 3.7 Roundup·
Published on this date.18 Oct 2019
EpisodeCraftingEconomy