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Is there anything that we can talk about [regarding] repair and salvage right now?

TL;DRSalvage is planned as roughly the inverse of repair, with phases from hull stripping to mulching, item and data extraction and possible siphoning, starting with hull stripping, and systems are meant to stay open-ended.

Todd PapyStar Citizen Live Game Director

So basically the first part of salvage and repair that we're going for would be, I think when we released the Crucible, we did a repair write-up, which basically detailed the scraping of a hull and then cleaning it off and then repainting it, and basically dealing with our UV2 damage shaders. So salvage would be kind of the inverse of that. So with repair, you want the ship covered. And with salvage, you want to scrape off everything before you start going into the mulching phase or breaking the ship apart. And so with salvage, I think that there's basically five different phases to it. There would be the hull phase, or the stripping of it. Then there's the mulching of the ship. There's item extraction. There's data extraction. And then there's possible siphoning, so whether that be air or gas, so like quantum fuel or something like that. But right now, like with mining we're going to focus on ore, from salvaging we will be focusing on the hull stripping first, and then from there start working through those other facets of gameplay.

Dan TrufinLead Systems Designer, Foundry 42 Frankfurt

Yeah, I think this is something worth mentioning. Most of these things now are reaching their tier zero and they'll go live. And once they go live, there'll be so much to build upon that, because we're trying to keep all our systems open-ended so there's always more to come. We don't want to do a minimal thing and then that's it. There's stuff there behind. It just takes time to get there.

Reverse the Verse›LIVE - Gameplay Systems and AI·
Published on this date.16 Feb 2018