270 developer answers · 2012–2024
Developers keep returning to a signature-based detection system: radar, ping and scanning built on EM, IR and cross-section signatures, with dedicated scanner ships, shielded cargo and hiding as counters. Early talk (2012–2016) centred on charting jump points and exploration roles; later years add FPS scanning, caves, asteroid bases and map discovery, mostly as plans. AI summary
Subcomponent targeting is coming, but knowing where ship components and weak points are, such as uneven hull thickness, remains the better skill, and learning your own ship's weak spots gives pilots an advantage.
Guillermo Bilbao · Thorsten Leimann · Jared Huckaby · Star Citizen Live · 24 Nov 2023They say the shown ping was deliberately the strongest version and is still being balanced, with tunable parameters and possible low-emission suits, decoys or jammers as counters, and they don't want radar to trivialise PvP.
Jens Lind · Zac Preece · Jared Huckaby · Star Citizen Live · 17 Nov 2023Zane Bien thinks map markers should be sortable through user folders, location hierarchy and tags, with the team saying they'll look into it, and Simon Bursey floating auto-filled deposit data as a possibility.
Zane Bien · Jared Huckaby · Simon Bursey · Star Citizen Live · 10 Nov 2023The artifacts are meant to sell the age of locations and build toward Pyro, like fossils or old coins, in varying condition; no archaeology gameplay is announced, with value left to players.
Todd Papy · Jared Huckaby · Star Citizen Live · 15 Jul 2022The plan is for ships to hide in gas clouds, but not yet; it depends on an upcoming rebalance of EM and IR signatures, ambient signatures, and a new cross-section signature.
Todd Papy · Richard Tyrer · Star Citizen Live · 11 Dec 2020Alien languages already appear on signage and in a book, and the team hopes learning them could offer optional rewards without penalizing others, but it is speculation and design hasn't been consulted.
Dave Haddock · Cherie Heiberg · Jared Huckaby · Will Weissbaum · Star Citizen Live · 12 Jun 2020Mineable scanning is currently locked to certain items, though some scanners may already be buyable for non-mining ships, which needs confirming; in future all ships might detect mineables with varying range.
John Crewe · Will Weissbaum · Star Citizen Live · 6 Dec 2019Radar detects signatures within a range, ping multiplies that range and shows vague blobs, and scanning reads details of a targeted entity; scanners are not tied to the hull and will be swappable components.
Kirk Tome · Jared Huckaby · Calling All Devs · 18 Dec 2018The Phoenix will get a shielded cargo bay that makes scanning harder, while the Taurus gets a separate hidden compartment where the underside turret would be, though the speakers can't stop players from finding it.
John Crewe · Jared Huckaby · Reverse the Verse · 7 Dec 2018A coordinate system is definitely wanted, but it's not designed yet: they're still deciding on origins, resetting per system, how to present unwieldy numbers, and where to show them.
Luke Pressley · Jared Huckaby · Other video · 1 Oct 2018Calix dislikes niche gameplay with no consequences elsewhere, so the research mechanic would link to exploration through samples or artifacts in distant regions that could decay from damage or time limits.
Calix Reneau · Reverse the Verse · 14 Sep 2018Scouting land is a multi-step process weighing location, terrain grade, weather, security and, usually most of all, subsurface contents, which may take considerable time and money to assess.
Cloud Imperium · Ship Q&A · 27 Nov 2017Their first focus is delivering what backers asked for, while the new tech opens many more possibilities, such as dynamic scanning and economies and large explorable planets, which they see as opportunity rather than just challenge.
Brian Chambers · Tony Zurovec · Reverse the Verse · 13 Oct 2016The golf-swing scan is only a first-pass implementation; the intent is a radar that builds energy the longer it's held, widening what it finds but risking failure, so detection isn't a guaranteed one-press ping.
Will Maiden · Reverse the Verse · 30 Sep 2016Stealth will be driven by equipment and ship traits (size, heat, power draw, hull plating) with trade-offs, while radar detects contacts and scanners get information, which items placed on cargo can slow.
Will Maiden · Reverse the Verse · 30 Sep 2016They want oceans, lakes, rivers, waterfalls, trees and animals on planets, focused on exploration and procedural missions with players creating the story rather than a No Man's Sky-style living world.
Sean Tracy · Reverse the Verse · 18 Dec 2015Snub ships are meant for short recon and scramble support rather than long-range travel, and the Pisces is promised some interesting exploration-themed features despite having no quantum or jump.
Matt Sherman · Calix Reneau · Randy Vazquez · Reverse the Verse · 10 Dec 2015Finding jump points will involve partly manual scanning, then flying a skill-based path through the jump point, which isn't fully prototyped yet, with the route recorded in the nav computer for repeat trips.
Chris Roberts · 10 for the Chairman · 22 Dec 2014Chris Roberts says there will definitely be unique ships, weapons and gear not sold before release, and he wants to encourage exploration through rare items and location-specific shops.
Chris Roberts · 10 for the Chairman · 1 Dec 2014Science isn't planned as a standalone career, with a science ship more about exploration and scanning, and while players might help introduce new technology longer term, it hasn't been figured out.
Chris Roberts · 10 for the Chairman · 24 Nov 2014Personal servers won't be allowed to spoil the Persistent Universe's secrets, so discoveries will be found there first, but the final design of the update system isn't settled.
Eric Peterson · Rob Irving · Wingman's Hangar · 27 Sep 2013