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Your industrial players don't want constant combat in their industrial missions. A rare chance is one thing, but adding combat into every aspect of the game is lazy.asked by Commander Tanith

TL;DRThe team says combat is only a chance, which varies by system and law level and is stated in the mission, giving players a choice of risk and reward rather than combat everywhere.

Jared HuckabyHost, Community

Commander Tanith, I'm not saying we're going to add combat into every aspect of the game. That's kind of a gross misappropriation of what we've been talking about here when we talked about this earlier. There will be a chance, is what we said, and the chance changes depending on what system you're in. As the law system continues to develop, those chances will reduce in the systems that you expect it to.

Thorsten LeimannLead Systems Designer

But didn't even Elliot say that there are missions where you can get [attacked], but there are also others where you will not? So it also should be very clearly visible in the mission.

Elliot MaltbyLead Mission Designer

Yeah, exactly. The mission will tell you.

Jared HuckabyHost, Community

There's a continual struggle in building an MMO out over the last... the PU has been up and running since December 2015, so about 10 years at this point. Running a live environment in the middle of your game development and stuff. And it's this constant pull between developing for today and developing for tomorrow. Anything that you build for today is almost guaranteed to have to be redone because of something you know that's coming down the line for tomorrow. So when possible, you're faced every single day with 100 little micro decisions that are: do we build it this way for today or do we build it this way for tomorrow? Because we know where we're going. And most of the time, you want to build for tomorrow. You want to build systems that can scale and that can evolve into this vision that you're going towards. People have noticed I've mentioned Terra a couple times. I'm simply referring back to the Road to 1.0 from Rich Tyrer's presentation at CitizenCon two years ago, where he said the Road to 1.0 includes five systems, with the last one being Terra, the safest of all the systems. The idea being it's towards the middle of the empire. You're safer, and then as you get farther and farther out from the Empire, you find more and more danger and risk. That is not the same as what Commander Tanith says, adding combat to every aspect of the game is lazy. It is building a living, breathing system of measured risk and reward that you then get to choose. You get to have the agency of playing in the areas that you want to play in, and accepting the risk versus the reward that you want. It's not lazy. It's allowing you the agency to choose. And that's what we're building towards. That's not always easy to see at this moment. And so I understand where the frustration comes from. I mean, I've experienced the frustration myself. You log into Twitch streams, you see the frustration every day. I just encourage folks to remember that decisions are often made based on where we're going, not necessarily where we are right now. It's just a continual balance. I think we're doing a pretty good job. Last year, two star systems. We've got the crafting system on the way, inventory rework. It's hard. It is hard to look at some aspects of the game today and be like, oh, why don't you just fix that and whatever. It's like the issues with the Moth right now. There are people who have just bought a Moth and they have the issues with the buffer size being wrong and the salvage beams being slow. I don't have the Issue Council here in front of me. And these are all things that are being adjusted and worked on for 4.7. That's the next time we can do major code additions to the game. We can't fix everything with a hotfix. It's difficult. And I saw some of the responses there. I want to encourage people, rewatch that section. Elliot was very eloquent in his answer, and I encourage you to see it again. It's about giving you the choice to play how you want, and with the amount of risk and the amount of reward that you seek.

Elliot MaltbyLead Mission Designer

One more thing to add on to that is Star Citizen is very unique because of scale. And when you're building content for something that's got an infinite scale, you need variability. So chances of other things happening, so that it doesn't get stale. And that's what it is. And it will be controlled, as you've said, per the systems, per the law. But we need variability to achieve the scale and make it feel not the same old, same old.

Star Citizen Live›Q&A Industrial Gameplay·
Published on this date.19 Feb 2026