278 developer answers · 2013–2026
Developers keep returning to "Death of a Spaceman": med guns and pens, med beds and ship medical bays, injuries, downed states, respawn and limited lives. Early answers (2014–2018) describe permanent death, injury effects and a medical profession as plans. Later ones cover shipped pieces and their problems, such as medical beacons and respawn locations, with refinements still pending. AI summary
The intention is for players to choose on death between several permanent respawn locations (hospital, base, ship) plus temporary ones, which they say will come in a future update with no date given.
Richard Tyrer · Ian Leyland · 10 From the Community · 5 Oct 2026The Starlight has no fuel harvesting, only refueling features, with some improvements coming, though refueling and medical gameplay both need more development and are meant as altruistic loops rather than ways to get rich.
Jared Huckaby · Chris Stanks · Star Citizen Live · 15 May 2026The intent is to reactivate medical beacons, and the technology hurdles are now solved by the interdiction work and new cluster service, though cross-star-system beacons aren't there yet and a team still has to be put on it.
Benoit Beausejour · Star Citizen Live · 11 Sep 2025They hope and are making every attempt to restore medical beacons with the Apollo next month but won't promise it; other medical frustrations won't be fixed by their return.
Jared Huckaby · Star Citizen Live · 21 Aug 2025The Apollo launches next month without drone gameplay, since drones are tied to base building and no longer fit medical gameplay, but all six medical bay modules will be included free on every Apollo.
John Crewe · Jared Huckaby · Star Citizen Live · 21 Aug 2025Non-combat armors are being designed around roles like medics with vital-sign visors and refilling med pens, tech suits with remote hacking and wireless charging, and environment suits, with EVA capability scaled back to specialised suits.
Nick Peers · Luke Pressley · Star Citizen Live · 8 Nov 2024Engineers can make things worse, for example through overheating causing surges or fires, but they won't be instantly killed, and with item-focused damage ships mostly lose items first rather than exploding, except in cases like a quantum drive explosion.
Guillermo Bilbao · Thorsten Leimann · Star Citizen Live · 24 Nov 2023Medical gameplay is "very likely" but depends on Squadron 42 bringing it online first; Star Marine currently has the downed state disabled, and experimental modes might be used to test it.
Sean Tracy · Duncan Bunting · Star Citizen Live · 14 Jul 2023The full character reset tool becomes a faster repair tool that only replaces a broken playing avatar and leaves inventory and ships alone, while customer service keeps the option of a full reset.
Benoit Beausejour · Star Citizen Live · 27 Jan 2023They have discussed a fireman carry for long-distance moves and for hiding bodies in stealth, as a complement to the short-range body drag, and say they definitely want to do it in the future.
Jonny Jacevicius · Star Citizen Live · 19 Nov 2021Tractor beaming players is disabled for 3.12, as touching a tethered box breaks the tether; long term they want it for injured or dead players and as a weapon, with balancing and counters.
Richard Tyrer · Jared Huckaby · Star Citizen Live · 11 Dec 2020The Kraken will likely get a medbay since its lack was probably a concept-stage oversight, but medbeds are powerful, so the team wants to limit them to ships where it makes sense.
John Crewe · Jared Huckaby · Star Citizen Live · 4 Dec 2020Yes, AI creatures and humans will use the same needs system as the player, getting hungry, thirsty and needing hygiene, though in a simplified server-side simulation that still affects their performance and behavior.
Francesco Roccucci · Dan Trufin · Andrew Davies · Star Citizen Live · 20 Nov 2020The speakers say G-force limits are under review and will matter more, with aerodynamic control surfaces allowing higher-G maneuvers in atmosphere, a better exhaustion model, and talks about specialized flight suits.
Richard Towler · Yogi Klatt · Star Citizen Live · 6 Nov 2020The actor status system makes the player and NPCs affected by conditions like hunger and cleanliness, started with breathing and stamina, and is built out a bit further with each patch.
Dan Trufin · Jared Huckaby · Star Citizen Live · 18 Oct 2019Medical gameplay such as reviving teammates, healing others, and hand-held MedPens is something they are looking at, but design is at a very early stage and it is only coming in the future.
Richard Tyrer · Star Citizen Live · 27 Sep 2019From a lore view, the UEE might have a basic income or empire-wide minimum wage, possibly via public services or certified jobs, while Xi'an, Banu and Vanduul economies remain undecided and likely only seen through UEC.
Dave Haddock · Will Weissbaum · Star Citizen Live · 20 Sep 2019Luke Pressley says Scramble Racing is a first-tier stepping stone toward Death of a Spaceman, not opposed to it, with a non-lethal version and injured-and-revive mechanics expected later, though the current game doesn't yet reflect that.
Luke Pressley · Jared Huckaby · Calling All Devs · 12 Nov 2018No plans exist yet for making aid shelters more useful, but upcoming player habs and changes to spawn logic could eventually allow smaller-scale spawning in remote locations, if it goes over well.
Rob Johnson · Jared Huckaby · Calling All Devs · 17 Sep 2018Outposts are made of interconnected modules, including habitation for respawn, armory, refining, hydroponics, storage and medical, and the owner can grant access to anyone they choose.
Cloud Imperium · Ship Q&A · 27 Nov 2017Nothing for parachutes or wingsuits is planned for 3.0, and ejecting in a planet's gravity is currently fatal; the speakers say they won't leave it that way, but it's a priority question.
Jared Huckaby · Chad McKinney · Josh Herman · Sean Tracy · Town Hall · 26 Sep 2017How long oxygen lasts in space isn't fixed; the first version will be adjusted over time based on tester feedback, so the current value is not the final one.
Jared Huckaby · Ben Lesnick · Happy Hour · 8 Sep 2017Pirate insurance should work much like UEE insurance through pirate-world providers, with balancing still to be worked out through playtesting so penalties exist but are not catastrophic and abuse is discouraged.
Chris Roberts · 10 for the Chairman · 7 Dec 2015Capturing 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 2014