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Please explain how the gameplay for mining, repair, and salvage works in terms of minigames.

TL;DRMining, repair and salvage are meant to be challenging, risky, sensible activities rather than bolted-on puzzles; the first mining version uses a laser energizing rocks, where too much power risks a catastrophic explosion.

Dan TrufinLead Systems Designer, Foundry 42 Frankfurt

This is valid for all of those, all three of those systems, the main direction of the game. We don't want the player to just go to a wreck or a mining site and just push a button and things get done for him. We want him to have a challenge. The main thing for us, it needs to be challenging. It needs to be risky, especially for mining, which is a very lucrative opportunity. You can make a lot of money. There needs to be risk involved. And if you're, one, not doing your job right, or two, some other people figure out where you're trying to mine and want to take whatever you mine as their own, that drives that gameplay we want to achieve, because that's the risk-reward factor that drives it. Regarding mini games, this is something where we're trying hard to not do what other games do, which is they just plug and play an existing puzzle. They just go, oh, I know this. Let's take the example of tic-tac-toe. They take tic-tac-toe and they plug it into the game and go like, yeah, that's the gameplay. No, this needs to make sense. It needs to make sense as in when you're mining, you're actually doing some kind of thing that's not just artificially inserted in there. So for mining, for example, we have this mining laser that injects energy into the rock. It basically tries to agitate the particles in there and extract only what you need out of it. There are risks involved. The more power you put into it, the higher the risk that it blows up, and then the higher the risk that it actually blows up catastrophically to the point where it can damage you and your ship. So this is kind of how this works.

Todd PapyStar Citizen Live Game Director

And let me specify, this is only for ore right now. And then we'll have different ones for liquid and gas in the future.

Dan TrufinLead Systems Designer, Foundry 42 Frankfurt

Liquid, gas, asteroids, planetary mining. There's a lot of extraction type of gameplay that we want to add. This ranges from big chunks of ore to liquids to gathering organic samples from various botanical or animal sources. So there will be a lot of things where we can gather resources.

Todd PapyStar Citizen Live Game Director

Yeah, but I think you should expand upon the tier zero, what we consider tier zero.

Dan TrufinLead Systems Designer, Foundry 42 Frankfurt

Our tier zero that we're aiming to release fairly soon. Moderately soon, yes. We're basically going to be working with the Prospector and we're going to have this laser tractor beam combination, which energizes the rock. We have various thresholds in there. If you're not energizing it enough, then you're not going to be able to pick up any content from the rock. Then if you're energizing further, the more power you put into it, the more resources you start getting out of it, then there's an optimal phase. This is where you want to keep your laser powered, in the optimal phase. And the more you keep it here, the more efficient you'll be, the less slag you pick out of the rock, like debris, because you don't want debris in there. You want your containers to fill up with gold and all the good stuff. And then if you go over that, and you will go over that because there is instability based on the elements inside the rock, you will have various spikes of energy: you're trying to put 100 megawatts into the rock, but suddenly it happens that the rock gives you up by 200 megawatts and that might spike over. So it's constantly fighting you and you're trying to keep it in check so it doesn't go overboard. And then if it goes over optimal and into the super dangerous zone and you don't manage to recover from there, then yes, it will be catastrophic.

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Published on this date.16 Feb 2018