379 developer answers · 2012–2026
Developers keep returning to CrimeStat, prisons, security levels and reputation as the consequence system for crime. Early answers promised criminal records, black markets and ways to clear a record. Later ones cover fines, kiosks, prison escapes, law-level risk in missions, and reputation-based hostility, with the law system still described as unfinished. AI summary
Industrial play will never be risk-free, but systems will differ in security, with safer low-reward areas and riskier high-reward ones; they say the law system is not yet where they want it.
Elliot Maltby · Jared Huckaby · Thorsten Leimann · Star Citizen Live · 19 Feb 2026The team says combat is only a chance, which varies by system and law level and is stated in the mission, giving players a choice of risk and reward rather than combat everywhere.
Jared Huckaby · Thorsten Leimann · Elliot Maltby · Star Citizen Live · 19 Feb 2026The prison escape bug came from old mission logic not ported to the new mission system, and a hotfix moving the leave-prison logic onto the player's law component should make it much more reliable.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 6 Feb 2025The plan for 4.0 is that ATC won't let players with a high CrimeStat use the permanent jump point, so they must clear it first, with the same check on the Pyro side.
Edward Fuller · Rick Porter · Jared Huckaby · Star Citizen Live · 9 Aug 2024Todd Papy admits new players following the same path can be targeted by griefers; the team will watch feedback and add blocks if needed, but rejected an isolated planet as not fitting the game.
Todd Papy · Star Citizen Live · 12 May 2023The aim is that anyone you allow can handle and sell a bag's contents without theft charges, with the first step being shared ownership among party members; thieves may struggle to sell at reputable vendors.
Thorsten Leimann · Jared Huckaby · Dan Trufin · Star Citizen Live · 5 May 2023The team is changing Kareah and crime handling so lower crimes can be paid off while higher CrimeStats have fewer places to clear, hopefully making Kareah a PvP hotspot, with other law changes like landing with CS1 or 2.
Max Southerton · Elliot Maltby · Star Citizen Live · 28 Oct 2022Friends can help, but the mission is meant to be solo and cannot be shared, so only the mission holder's CrimeStat is cleared while helpers who kill guards keep their murder charges.
Max Southerton · Jared Huckaby · Elliot Maltby · Star Citizen Live · 28 Oct 2022Players can probably already see attachment points on a back-slung weapon, but whether attachments can be swapped is unconfirmed, and drawing weapons in safe zones awaits a law enforcement system the team is looking at long term.
Jonny Jacevicius · Star Citizen Live · 19 Nov 2021Non-lethal weapons are considered necessary, and a stun gun is already concepted and just needs to go through the content pipeline, with little engineering work expected.
Jonny Jacevicius · Star Citizen Live · 19 Nov 2021For 3.15 and the latest PTU patch, using the tractor beam, medical gun and med pens on other players is disabled, while self-use still works, with a more elegant solution to allow interaction planned later.
Richard Tyrer · Jared Huckaby · Star Citizen Live · 22 Oct 2021Cargo can be stolen with the tractor beam after destroying a ship and its boxes spill into space, but not directly from a ship's cargo grid until a future cargo refactor.
Richard Tyrer · Star Citizen Live · 11 Dec 2020Armistice zones were lifted at rest stops because the team felt the policing, defenses and AI were ready to try, with the new security response needing more complexity and a bug fix in a coming patch.
Luke Pressley · Todd Papy · Star Citizen Live · 16 Oct 2020Luke Pressley plans to investigate relaxing armistice zones around outposts and fix Grim HEX next, and hopes to eventually relax interior green zones, though interior policing is some way off.
Luke Pressley · Star Citizen Live · 16 Oct 2020They like the idea of boxing or capture missions and melee is coming, but they will build missions around it only after it has been played and tested, not based on half-finished systems.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019They want hackers for hire to clear others' CrimeStats but can't yet, because meshed servers and persistence make editing offline players hard; the new hacking database lets you hack individual crimes.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019Dan Trufin says players shouldn't have to use force; as the ship's authority you can revoke someone's permission so they get a warning and timer, and a gentler evacuation order that teleports them out when docked is a possibility.
Dan Trufin · Jared Huckaby · Calling All Devs · 12 Nov 2018A removal request would give a 60-second warning, after which ignoring players become trespassers the owner can shoot without consequence; it likely can't be used mid-flight, and the first version will probably be the simplest, a timer-based teleport.
Dan Trufin · Jared Huckaby · Calling All Devs · 12 Nov 2018Trading captured players or NPCs as a commodity isn't on the roadmap and probably isn't coming soon, while some form of bounty hunting is likely, with its scope still undecided.
Rob Reininger · Jared Huckaby · Other video · 1 Oct 2018Tony Zurovec says he is most looking forward to the breadth of features and player choice, paired with consequences such as security and reputation systems pushing back on player actions.
Tony Zurovec · Reverse the Verse · 12 Aug 2016Whether Grim Hex is free-fire depends on feedback, but eventually armistice zones are meant to go, replaced by a consequence-and-enforcement system that punishes bad behavior without preventing it, not in 2.5 but on the horizon.
Tyler Witkin · Jared Huckaby · Reverse the Verse · 22 Jul 2016Griefing means things like repeatedly harassing new players near the Green Zone or crashing into ships on landing pads; planned countermeasures include bounties with authorised PvP, griefer-only instances via player records, and unsettled further ideas.
Chris Roberts · 10 for the Chairman · 21 Dec 2015Smuggling with hidden compartments is intended and will let players install items such as false bottoms, but the design isn't finalized and it won't be in 2.0, since simpler gameplay comes first.
Chris Roberts · 10 for the Chairman · 14 Dec 2015Chris Roberts says ships will be keyed to their owner with more security than now, though the first mini-PU iteration is deliberately open and ways to break in, such as via EVA, are planned.
Chris Roberts · 10 for the Chairman · 7 Dec 2015Chris Roberts says a bounty earned through PVP cannot be escaped by lowering the PVP slider, though bounties earned against NPCs get an NPC-focused response, and it will be balanced against griefing.
Chris Roberts · 10 for the Chairman · 1 Dec 2014Capturing criminal players has been discussed, with repeated captures perhaps making prison harder to escape and too many possibly forcing a new character, but details will be configured once the PU is more fleshed out.
Chris Roberts · 10 for the Chairman · 24 Nov 2014Holding cells are still being worked out; the thinking is that a captured player appears in the cell via a cutscene but only for a short time-out, to avoid griefing, before a prison interstitial.
Chris Roberts · 10 for the Chairman · 17 Nov 2014