Tony Zurovec · Persistent Universe DirectorWell, we'd wind up modeling things.
Chris Roberts · CEO and Project DirectorThere's a lot of different ways. Well, it's going to be like mini-Sims for the crew. They're going to need to be paid. They're going to need to be fed. They're going to need to get pets occasionally.
Tony Zurovec · Persistent Universe DirectorYou've got to have bathroom breaks. If you push them beyond their limits, they will basically take it, but they will start to become less happy. They will start to demand more money. Eventually, their effectiveness at their job will start to deteriorate. You can do this, but there will be effects to it all. The idea is that, as with fuel, you don't have infinite fuel. You don't have the ability to absorb infinite damage. All of these things need to be replenished. There's a cooldown period of sorts for all these things, and your crew will be similar. I've said before, we don't want to become Sim Citizen, we don't want to make it this tedious micromanagement sim, so it will be nothing like that, but we'll have the concepts. They'll be very easily understood and accessible, you'll have the ability to control this to the level that you want, while at the same time adding a whole lot of different possibilities in terms of gameplay that you haven't seen elsewhere.