347 developer answers · 2013–2026
Developers keep returning to a modular FPS kit: weapon attachments and scopes (including special vision modes), ammo types and reloading and repacking, armor weight classes and an ongoing armor refactor, plus gadgets, melee and non-lethal gear. Early answers (2014–2018) stated broad intentions; later ones describe shipped systems and polish, often proven in Squadron 42 first, with several features still planned. AI summary
The scope shader shipped soon after that CitizenCon with several effects, but the slight in-scope zoom was held back and now exists in Squadron 42, coming to Star Citizen later with no predicted date.
Ali Brown · Spectrum · 21 Oct 20258x scopes on rifles don't fit the intended FPS direction (though one was approved for the LMG), pistols only take size 1 optics, the P8-AR recoil delay is a deliberate feel choice, and railgun sights may come later.
Zac Preece · Spectrum · 8 Oct 2025Prices start from an algorithm, since items are too numerous to price individually, then get adjusted by designers' judgment and experience, with all prices interconnected and factors like rarity and risk versus reward considered.
Andrei Tudor · Nick Wardle · Elliot Maltby · Star Citizen Live · 3 Jul 2025Most blueprints can be upgraded through research, with higher tiers shifting stat ranges while material quality sets exact values; upgrade blueprints raise an existing item's tier, and this applies to ships and components too.
Jacob Taylor · Jared Huckaby · Thorsten Leimann · Star Citizen Live · 6 Dec 2024Mixing armor types will be possible and is core to the system, but with trade-offs, as full-suit features and heavier armor weight mean mismatched pieces, like heavy armor without leg support, will no longer work well.
Jared Huckaby · Luke Pressley · Star Citizen Live · 8 Nov 2024AI ships use the same radar component as players, and the team wants FPS characters to use the same items, with perception senses and ping reactions that designers can switch on or off per mission, without cheating.
Diego Marti Mason · Francesco Roccucci · Andrew Davies · Star Citizen Live · 15 Dec 2023Interrupting a reload should be possible and is a planned example of the Action Matrix work, which aims to make actions cancel into each other fluidly, though it's hard to implement and will keep being tuned.
Jens Lind · Zac Preece · Star Citizen Live · 17 Nov 2023Beams are used because current systems are very first implementations on the multi-tool, a simple interaction that keeps players in control and at range, with more detailed and complex mechanics planned later.
Jonny Jacevicius · Star Citizen Live · 19 Nov 2021Ballistic weapons offer scavengeable ammo through planned mag stripping, while energy weapons could trickle charge from powered suits eventually but can overheat, with heat behaviour varying by weapon type and environment and being controllable by the player.
Jonny Jacevicius · Declan Holmes · Star Citizen Live · 19 Nov 2021Reliable shooting range is about 1.5 kilometers, sometimes up to two depending on what's loaded in, and the scope can zero to a maximum of two kilometers.
Richard Tyrer · Star Citizen Live · 11 Dec 2020No, the 3.12 multi-tool tractor beam is force-limited and can't lift a ground vehicle, though larger tractor beams could, and dedicated stronger tools are planned down the road.
Richard Tyrer · Jared Huckaby · Star Citizen Live · 11 Dec 2020Combining tractor beams isn't possible in 3.12, but it has always been a planned feature for a later tier, with this version focused on easing the looting of destroyed ships' cargo.
Richard Tyrer · Star Citizen Live · 11 Dec 2020No, the tractor beam will not replace zero-G push-pull; it is one of several EVA mechanics (with limited fuel and battery) that are meant to be balanced against each other.
Richard Tyrer · Star Citizen Live · 11 Dec 2020The multi-tool will get more modules, likely a tractor beam first, but details are still in flux, and "working on next" does not mean it releases next.
Dan Trufin · Jared Huckaby · Star Citizen Live · 18 Oct 2019The cutter's functionality exists but little content uses it yet; it is meant as a lockpick-like gate opener for locked crates or shortcuts, with more lock types hoped for in future.
Dan Trufin · Star Citizen Live · 18 Oct 2019A mission requiring the cutter was removed because few players carried a multi-tool and abandoned it; as more people carry one, the developers want content that encourages it rather than forcing it.
Gareth Bourn · Jared Huckaby · Dan Trufin · Star Citizen Live · 18 Oct 2019Leftover ammo stays in partly used ballistic magazines for later use, and energy magazines are also kept; a way to condense ammo between magazines is wanted down the line, and worn energy mags should slowly recharge on the suit.
Jonny Jacevicius · Jared Huckaby · Calling All Devs · 15 Oct 2018The first Titan suit design carried large weapons that made it unable to turn in hallways, so it was paused for redesign, but the team says it will do the suit and revisit it when needed.
Sean Tracy · Josh Herman · Town Hall · 26 Sep 2017The railgun is Staffan Ahlstrom's favorite FPS weapon, with a charge wave through the barrel, strong sound work, and an unusual setup firing many muzzle flashes at once.
Staffan Ahlstrom · Michal Piatek · Town Hall · 1 Aug 2017The team aims for realism first but sometimes departs from it, as with the railgun and sparks, because real effects can look boring or wrong compared with what movies have taught people to expect.
Staffan Ahlstrom · Michal Piatek · Town Hall · 1 Aug 2017Initial 2.0 and Star Marine only have temporary full suits of light, medium and heavy armour; the long-term plan, still being concepted, is mix-and-match pieces with protection by hit location, likely around 2.2.
Chris Roberts · 10 for the Chairman · 16 Nov 2015Chris Roberts says first-person weapons will include ballistic, several energy types and rail guns, generally scaled-down versions of ship weapons, with hull-breach risk from penetrating projectiles.
Chris Roberts · 10 for the Chairman · 1 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 2014Roberts says the helmet is mostly a display, and what shows on the HUD depends on the equipment you carry and ship systems you plug in, so it will be very customisable, with different ship HUDs coming around 1.0 or shortly after.
Chris Roberts · 10 for the Chairman · 11 Nov 2014The hangar gets a firing range for testing a few weapons on targets, with more added as effects, animation and sound come online; a room system, with the asteroid hangar first, is expected sometime in the new year.
Ron LaJoie · Eric Peterson · Wingman's Hangar · 20 Dec 2013