479 developer answers · 2012–2026
Developers keep returning to reputation, mission givers, hauling and courier jobs, and player-facing tools like service beacons and shared missions. Early talk was about planned systems and player-generated jobs. Later answers cover shipped missions, freight elevators, rewards such as Wikelo, and mission bugs and refactors. AI summary
Mission 2.0 is meant to let designers build robust, scalable content more easily, adding story scenarios, quest chains, persistence between logins, finer sharing and reward options, and better contract presentation.
Ian Leyland · Richard Tyrer · Karl Chandler · 10 From the Community · 5 Oct 2026They attribute recurring mission breakage to huge content volume, complex interactions, missing automated regression testing and a brittle Mission 1.0 toolset, and say they plan more automated testing and focused robustness work.
Karl Chandler · Ian Leyland · Richard Tyrer · 10 From the Community · 5 Oct 2026They agree on the need to offload loot during Siege of Orison, are looking at item banks along the way possibly tied to local inventory, but the details are still undecided; it's something they'll look to add.
Karl Chandler · Ian Leyland · Richard Tyrer · 10 From the Community · 5 Oct 2026The mission first teaches players to take the shuttle to a transit platform and join an instance, with no reward, and the new instance lets a group of four play a more directed experience without outside interference.
Max Southerton · Luke · Star Citizen Live · 5 Aug 2026Huckaby says this is a mission-team matter and that a Missions 2.0 refactor, long planned, should enable rewards beyond credits and the kind of multi-crew payoffs asked about, though he gives no specifics or date.
Jared Huckaby · Star Citizen Live · 27 Nov 2025Mission rewards were held back by technical limitations, namely freight elevators, Server Meshing and the mission refactor, and the intent is to move beyond UEC and extend rewards to other missions beyond Wikelo.
Elliot Maltby · Star Citizen Live · 3 Jul 2025Reward value is a balancing act, with a mix of mission-only, mission-or-loot, and loot-only items, some kept visually distinct by how they're obtained, and value isn't just about UEC worth.
Elliot Maltby · Nick Wardle · Star Citizen Live · 3 Jul 2025Asteroid bases are planned in different categories (sandbox mission, exploration, contested) to vary gameplay, with always-populated bases to explore and puzzles and treasures, though this is described as "the plan going ahead".
Manuel Heider · Jared Huckaby · Star Citizen Live · 16 Aug 2024Contested zones support three playstyles: a quick loot-and-leave run, completing the whole zone using keys found inside to reach the final reward room, and wider progression across multiple zones and asteroid bases.
Cloud Imperium · Star Citizen Live · 16 Aug 2024Contested zones have short-term, mid-term and long-term branches, and the long-term branch requires ingredients from other places, so players must visit multiple zones to progress.
Kaan Cakir · Jared Huckaby · Star Citizen Live · 16 Aug 2024Loot generation uses the same system as harvestable containers, letting designers define tag-based loot archetypes that also pick up tags from the surrounding environment, with flexibility for designers as the main focus.
Jacob Taylor · Star Citizen Live · 18 Jun 2021In 3.12 nearly all mission givers have reputation, where good or poor performance raises or lowers favor, and three bounty organizations unlock higher difficulty and rewards, as a first iteration to be built on.
Todd Papy · Jared Huckaby · Star Citizen Live · 11 Dec 2020The missions themselves need to be finished first, with reputation then layered on as an optional influence; reputation is also meant to gate FPS gear progression so it isn't tied only to money.
Todd Papy · Richard Tyrer · Star Citizen Live · 11 Dec 2020They aim to make enough content to keep players within one planetary system, bringing other systems up to the content density of Crusader, though some missions that send players across the system will remain.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019Distance-based rewards aren't in yet; a separate economy team sets rewards after mission designers set difficulty, and they hope a dynamic mission system will make this easier, while still exploring ways to measure difficulty.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019Showing a distance or travel time before accepting is possible since missions are calculated in advance, but they think time tied to quantum travel would be more useful and haven't settled how to compute it.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019In the first-tier design, a party leader can share any member's accepted mission with the party, where others join as junior owners who can't make decisions, rewards split evenly, and leaving the party forfeits it.
Luke Pressley · Jared Huckaby · Calling All Devs · 18 Dec 2018Luke 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 2018Players must keep checking the General tab of the contract manager, where an active Scramble Race appears and is accepted; a task exists for the future to let players flag tabs for pop-up alerts.
Luke Pressley · Calling All Devs · 12 Nov 2018Offline travel between planets isn't planned for now, since the team doesn't want players bypassing risk and content, though they might look at other ways to offer something similar if there's a need.
Dan Trufin · Calling All Devs · 5 Nov 2018New modular missions keep the same core task, such as cargo delivery, but randomly choose the cargo, outpost and location each time, so the same mission plays out differently.
Gareth Bourn · Happy Hour · 14 Jul 2017There is no single solution: mission boards filter crowds in big places, remote NPCs make players wait their turn or may refuse annoying players, and spread-out locations help, with tweaking expected after release.
Cloud Imperium · Town Hall · 29 Nov 2016Homestead aimed to test how mature the planet tools were in artists' hands, so they picked an arid, savannah-highland landscape over jungle, which was held for later, and worked daily with engineers.
Hannes Appell · Reverse the Verse · 28 Oct 2016Roberts doesn't expect players to work jobs like station security at big NPC mining stations soon, but says players could take contracts or missions from large NPC organizations, with career paths a long-term idea.
Chris Roberts · 10 for the Chairman · 21 Dec 2015Chris Roberts says he is unsure what the question means, but missions are designed for roughly half an hour to an hour of play, with longer tasks spread over sessions and no strict metric.
Chris Roberts · 10 for the Chairman · 21 Dec 2015You can fly the Freelancer in 2.1, but gameplay for it depends on a cargo system that has no ETA, with missions around it being discussed and no known timing.
Jared Huckaby · Ben Lesnick · Reverse the Verse · 18 Dec 2015They 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 2015NPCs will sometimes initiate interactions and offer jobs, because the goal is for NPCs and AI to be active rather than merely reactive, via a planned Meta AI.
Chris Roberts · 10 for the Chairman · 22 Dec 2014When broke, players are being considered for loan-shark loans or for paying jobs from players or NPCs, like piloting or menial work, that earn enough for repairs or fuel but not a lot.
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 2014A dedicated scholar or diplomat role is probably too specific this early and no ambassador plans exist, though exploration will tie into academia and more roles may be added over time.
Chris Roberts · 10 for the Chairman · 17 Nov 2014