Last week one of our designers answered a question about insurance and how the replacement of ships works in Star Citizen right now, including how stolen ships work with insurance, in 3.0 and 3.1. Some of that was perhaps taken out of context, and people thought he was talking about long-term plans. What can you tell us about that?
TL;DRThe insurance comments were taken out of context; the vision is that ships can be stolen and held with difficulty, with law and consequences still undesigned, and lawful behavior is being built first.
So it was taken out of context, first and foremost. From there, what Chris's high-level vision is, is that he does want you to be able to steal ships and have the capacity to actually hold on to them for as long as he possibly can. However, that's going to require you jump through certain hoops. We haven't figured out what those hoops are yet, but think of it as like Grand Theft Auto, or in this case, it'd be Grand Theft Spaceship. And therefore, if you're ever caught with this, then you would basically be considered a felon and you'd go to jail for a long time in the game, or you'd be chased down, hunted, possibly put out as a bounty and pay it that way.
As often with everything else in Star Citizen, our development is iterative. We have to start with building the way things are supposed to work. You build the lawful behavior before you build the unlawful behavior, because you have to know one before you work the other one. And we're still building the lawful behavior.
Yeah. And in many ways, when we're talking about law, it will be solar system based. Well, it will be solar system and then local based, but the idea would be that the overarching solar system has a set of rules associated with it, just like states in the United States do, versus England versus Germany. Everywhere there's different laws, but there's some common elements. However, in cases like GrimHEX, the local law might be different than the solar system law. And so those are things that we have to work out. And we've started it from a high level design position and we've done some write-ups on it, but as far as implementing it and getting that into the game, it's on our backlog.