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Are there any plans for future armors or clothing with modules for additional functionality? An example being a small personal scanner on the shoulder or something while exploring.

TL;DRRole-specific armor archetypes such as support and utility are actively being worked on, while modular armor add-ons remain unclear and are a design decision.

Chance RoweCharacter Art Director

So this is really probably best as a design question. But what I can speak to is something that we are very actively working on right now with design, and that is new armors that do have specific roles. So there's archetypes that we're working on, like specialists. We have combat already quite a bit. We're working on ideas for support as well as utility. And that is something where we're looking at what design wants to do, getting in there with lore, making sure the manufacturer is correct, the look and feel of it's correct, and all this. And there's a lot of stuff that needs to be defined in there; we definitely want to have these specific armors that have these specific purposes. But it's really a matter of prioritizing which ones give us the best things first. And it's being worked on. As far as the modularity thing, that one's still unclear. And again, more of a design thing for us. If that's something design says that they want, we will have that conversation.

Jared HuckabyHost, Community

You mentioned that's a design question. That's one of those things we talked about earlier that's really for the actor feature team. But we did want to reiterate that we are still pursuing the archetypes that Rich Tyrer discussed back at CitizenCon 2948. If you haven't watched that panel, check that out. It has a lot of information about where we're going as far as the different armor archetypes and being designed for different purposes and roles. And it's absolutely still the design and absolutely still the intention.

Jeremiah LeeLead Concept Artist

We fleshed that out even further, actually. Chance and I had a talk further about the archetypes, I think this week. So it's been more refined. And I think a TL;DR version of the answer to this question would be, and I've said this for years, there will never be an armor that is considered endgame, where it is the best armor and can do everything, right? That's the same way for ships, same way for guns, same way for armor. There will be armor and modules that would be the best for what it needs to do for that specific gameplay. So you will not get an armor that's best at sneaking and best at protection, best at hiding sound, best at catching people. There will be the best armor for combat. But then there'll also be the best armor for heat resistance, the best armor for tracking players, the best armor for sneaking and doing infiltration. So we'll do specialized stuff. And within those archetypes, there might be different types of armor with specific types of gear that design have and will continue to flesh out, and be like, if you want to do this specific mission that's sneaking, there's a bunch of different types of armor you could put on. How granular we're going to get into customizing that is 100% on the design side. I just make pretty pictures. But the overall concept is: best armor for fashion, which is just unequip everything. But there will always be the intent, at least for the gameplay, that there is always the best armor for a specific thing or specific gameplay, but not the best armor at everything. The granularity, you can ping Richard Tyrer. Don't shoot me.

Star Citizen Live›Character Team Q&A·
Published on this date.22 Jan 2021