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A lot of people are curious about how this interacts with repair. Talk to me about how engineering works with repair, either how it is today or where we're going in the future.

TL;DREngineering will include basic repair like swapping items and fuses, beam repair and hull fixes, and the team wants to take repair further afterward, with dedicated counters for non-visible malfunction damage.

Thorsten LeimannLead Systems Designer, EU PU Gameplay Feature Team

It's more where we are going. Right now our focus is on the engineering gameplay, and the next step that we then have to take is fine-tuning the repair gameplay. That doesn't mean that the engineering gameplay doesn't have repair in it already, right? But we really would like to take repair a bit further afterwards than what we will develop with the engineering gameplay. So the engineering gameplay might look like a more basic type of repair, where it's exchanging items, exchanging fuses, using a repair beam to bring up the health of your items, fixing the hull, which you already know from the hull scraping part of it. But because we are going in this malfunctioning direction, where there's non-visible damage that can happen to your items, there we want to go a bit more creative. So there are dedicated counters to the malfunction that you are facing, which is considered repair, right? So you bring the item back to its full functional state. So to sum it up, the engineering gameplay holds repair functionality, but we want to move it further afterwards.

Star Citizen Live›Engineer Scrutineer·
Published on this date.17 Mar 2023