313 developer answers · 2012–2026
Refueling, rearming and repair are tied to a long-planned ship-interaction and engineering loop. Early answers cover fuel grades, the Crucible, and wear and repair. Later ones cover the Starfarer refueling, hangar and service-bay resupply, and beacons. Wear, degradation and AI refueling missions remain plans. AI summary
The Ironclad Assault has more guns, a larger front door that fits tanks, a service bay for repair, refuel and rearm, and some quad-mount turrets, in exchange for somewhat less cargo capacity.
John Crewe · Jared Huckaby · Mark Gibson · Star Citizen Live · 15 May 2026The M80 interior is combat-focused, with a bed, weapon racks, personal storage, some space for utility boxes, and inside access to core components for repairs, while less critical components sit outside.
Dan McCabe · Ben Curtis · Star Citizen Live · 15 May 2026Short term, ships will draw ammo from the cargo grid and can restock, rearm and refuel docked ships from it, while longer term the Perseus's two turret rooms have space reserved for manually loading specific ammo.
John Crewe · Star Citizen Live · 27 Nov 2025Savrals can't promise armor or other new Engineering additions yet while the team focuses on damage, fire and repair flow, explains the relay rework (an empty relay blocks some power), and confirms ships will be updated patch by patch.
Savrals-CIG · Spectrum · 17 Nov 2025Vehicle content isn't holding back engineering: all ships support it with fallbacks, well over half are fully physicalized, and the feature itself is still in development with no date, going to tech preview when ready.
John Crewe · Ben Curtis · Jared Huckaby · Star Citizen Live · 21 Aug 2025Soft death is a temporary solution; repairs are not yet in, but disabled ships can be tractor-beamed to repair points in future, while destroyed large components cannot be replaced in the field.
Guillermo Bilbao · Jared Huckaby · Thorsten Leimann · Star Citizen Live · 24 Nov 2023Solo flying a multi-crew ship is possible and works smoothly while it's new and unworn, but maintaining damaged parts alone gets painful, and a crew makes the ship more survivable and effective.
Thorsten Leimann · Guillermo Bilbao · Jared Huckaby · Star Citizen Live · 24 Nov 2023Repairs will initially be a simple repair-beam mechanic without bespoke minigames, to avoid overcomplicating and delaying release, though some items like fuses and scrubbers already need specific handling and this may change based on feedback.
Thorsten Leimann · Guillermo Bilbao · Star Citizen Live · 24 Nov 2023Fresh ships should rarely malfunction and older, worn ones more often, with fires mostly a result of combat damage or pushing components hard, and balance to be tuned after player feedback.
Thorsten Leimann · Guillermo Bilbao · Star Citizen Live · 24 Nov 2023Refining and refueling support work on the Starfarer is underway and won't change its interior, which they plan to rework later, 600i-style, as time and resources allow.
John Crewe · Jared Huckaby · Star Citizen Live · 3 Dec 2021The Mercury and Nomad's harsh fuel use was not intended and is fixed in 3.12, and the team is discussing balancing fuel around longer default ranges for future multi-system play.
John Crewe · Star Citizen Live · 4 Dec 2020Running a large capital ship solo should be technically possible but prohibitively expensive, so it is realistically a group job, though the speakers expect some wealthy player to do it anyway.
David Colson · John Crewe · Jared Huckaby · Star Citizen Live · 22 May 2020Repairing or swapping parts will help slow wear, a wear percentage already shows on the power MFD, and time-left estimates would be unreliable because they depend on usage.
John Crewe · Jared Huckaby · Calling All Devs · 5 Nov 2018The Kraken is a light attack carrier carrying two ships in internal bays, with landing pads and cargo bays, plus a hatch and mechanism for Dragonflies.
John Crewe · Jared Huckaby · Paul Jones · Reverse the Verse · 19 Oct 2018Yes, destroying supply shipments to hurt a rival org is meant to be possible, as the game is built around logistics like fuel and ammunition, so attacking supply lines becomes emergent gameplay.
Chris Roberts · 10 for the Chairman · 14 Dec 2015Crucible arms are meant to handle external hull and components, including large ones, while interior damage needs a repair team once the breach is sealed, and an Idris may need several Crucibles.
Ben Lesnick · Randy Vazquez · Matt Sherman · Reverse the Verse · 10 Dec 2015There will be different fuel grades, with boost and jump fuel more compact and pricier than regular fuel, though it may not apply to basic manoeuvring fuel and the system is still being sorted out.
Chris Roberts · 10 for the Chairman · 17 Nov 2014Chris Roberts says they plan a fair amount of healing, repair, rearm and refuel roles in both space and FPS combat, with more information promised soon and possibly a showcase game mode later.
Chris Roberts · 10 for the Chairman · 27 Oct 2014Yes: buildings, vehicles, items and characters are built to age, and fixed buildings' appearance will change with a place's economy, population and prosperity, with ships able to be restored close to new.
Chris Roberts · 10 for the Chairman · 20 Oct 2014