Todd Papy · Game Director, Star Citizen LiveBasically, to actually make piracy more legit. Because right now, if you look at piracy mission rewards versus good behavior mission rewards, there was no disincentive to not be a good boy or a good girl, kind of thing. So this is a way for us to really focus on that and really show that there is a separation between right and wrong. And then obviously this feeds into other careers, like bounty hunting, piracy, saboteur, smuggling, so on and so forth. So this is a way for us to really start enforcing right and wrong in the system.
Jared Huckaby · Host, CommunityYeah, we talked a bit with Luke Pressley and the team when we did this segment earlier this quarter. Prisons seem like a punishment. It seems like it's a bad thing for the bad players. But what it actually is: you have to have the risk before we can provide greater rewards. Once we add the risk, we can then create greater rewards for that lifestyle. So it's actually one of those net positive things for the people that want to play on the ill-reputed side of the law.
Todd Papy · Game Director, Star Citizen LiveAnd I guess if you look at it, this does help. Like I said, anything that really is on two sides of the law, whether that be law enforcement, bounty hunting, assassination, piracy, it helps those career paths. And there's gameplay associated with it. So it's not just like other games where, okay, you go to jail, you pay the fine and instantly respawn, and now you don't have anybody looking after you. There's time associated with it. And then from there, that creates new, unique gameplay: do I want to try to break out of jail, or do I want to serve my time? So that's kind of the way that we're thinking about it, and we view this as a foundational element to actually build those careers upon.