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Are minigames planned to fix things, or is it just nothing but magic beams?

TL;DRRepairs will initially be a simple repair-beam mechanic without bespoke minigames, to avoid overcomplicating and delaying release, though some items like fuses and scrubbers already need specific handling and this may change based on feedback.

Thorsten LeimannEU PU Feature Team

So there were plans for having more bespoke repair, but that will not be part of the initial release. We will just go for the simple solution first, and then we will observe how that is actually perceived by the community. And if there is the necessity to actually make it more complex or more bespoke per item, then sure, we will think about that. But for now, it is really a very simple repair mechanic for the items. And then we will see, because what we don't want to do is that you need to read a handbook to actually understand, okay, what item do I actually need? What resistor do I need? What capacity? It doesn't make sense that we have to make people study our game to actually be able to play it. So it's still a game. We are a simulation-driven game, so we want to tailor to that, but we really want this feature also to be out, so we don't want to overcomplicate it and then block the release of it.

Guillermo BilbaoEU PU Feature Team

Though that applies to actually repairing the item with the beam. Obviously you still have the damage control of the whole ship, which involves, you can have fires, you can have bad atmosphere, you can have actual loss of atmosphere or toxic atmosphere due to a fire, or you could also have relays being knocked out and you need to figure out which items to turn off or turn on to compensate and keep fighting as well as you can until somebody can repair that. So there is already a degree of complexity to the damage handling. But yeah, the main thing is going to be, right now, for repairing, just the beam, and we'll see.

Thorsten LeimannEU PU Feature Team

But actually, you mentioned that we already have some items that need bespoke repair. So we have the fuses for the relay that need to be exchanged. So that is a type of repair. We also have life support, that is its own type of complexity, with the scrubbers that you need to exchange, because at some point they will deplete. So this is also something that can be counted as maintenance or repair in this regard. Then, like Guillermo just said, fire is its own danger. So that is definitely something that has a bespoke counter to it, which is the extinguisher or even venting the rooms. So there are some things that are already a bit more complex in comparison to what we showed at CitizenCon, repairing the power plant, which is you use the beam to repair it. But yeah, as said, we have already a lot of complexity, and well, I wouldn't say that our team is the best in handling multi-crew gameplay, but we try to be good, and it's really hard to manage. Even with the amount of people that we had on the ship, you saw us fail in the CitizenCon demo. We blew up. That wasn't intentional, that we blew up. We wanted to have a nice success at the end of the demo, but I was like, yeah, okay, let's leave it in. But yeah, so there's a lot of complexity already there.

Star Citizen Live›Ask the Devs - Resource Management·
Published on this date.24 Nov 2023