171 developer answers · 2012–2026
Reputation is the system meant to tie player actions to consequences: it gates missions, rewards, prices, insurance and faction treatment, and penalizes failure or crime. Early answers (2012–2017) promised broad plans; from 2019 on, mission prerequisites and the 2020 first iteration appear, and later answers cover rewards like blueprints and hostility groundwork. AI summary
Blueprints currently come from missions, with planned sources including reputation milestones, one-time-use physical datapads that can be sold or gifted, and NPC shops for common items.
Declan Holmes · Thorsten Leimann · Jared Huckaby · Star Citizen Live · 16 Apr 2026They want reputation to unlock rewards like blueprints, skins, items and missions, with a full design existing, but they are only taking baby steps toward it for now.
Elliot Maltby · Star Citizen Live · 19 Feb 2026Huckaby gives no date, saying not every ship will be sold in UEC shops and that capital ships will instead be attainable in-game through means like crafting, Wikelo and reputation.
Jared Huckaby · Star Citizen Live · 27 Nov 2025The Frontier Fighters were always meant to be an ongoing enemy faction, since purely hostile factions are needed and branching content is limited, though a criminal guild is planned for players wanting that path.
Dave Haddock · Will Weissbaum · Jared Huckaby · Star Citizen Live · 24 Apr 2025Foxwell is called a security company rather than a PMC, and as part of the 1.0 direction it will give out early security jobs so players can keep a reputation across systems.
Jared Huckaby · Will Weissbaum · Star Citizen Live · 24 Apr 2025A bug that paid every participant the full mission reward was fixed because it was easy, but splitting rewards discourages grouping and isn't where the team wants it, so they want to improve it.
Benoit Beausejour · Jared Huckaby · Star Citizen Live · 6 Feb 2025If cargo is lost, stolen or late, the player can complete the mission early and get a partial reward if they did well enough, otherwise a reputation penalty that reduces future opportunities from that guild.
Nick Wardle · Jorrit de Locht · Jared Huckaby · Star Citizen Live · 28 Jun 2024Probably yes: the reward system can handle any kind of reward, reputation-based rewards are expected to include non-money items, and the mission system is being extended to award items, with no timing given.
Nick Wardle · Jorrit de Locht · Jared Huckaby · Star Citizen Live · 28 Jun 2024Reputation-based hostility is mainly groundwork for later, with little visible in Stanton beyond some neutral settlements, and Grim Hex planned as a neutral zone first, with feedback still needed.
Rick Porter · Richard Tyrer · Star Citizen Live · 3 May 2024There's no general fix for failed missions: they've selectively removed reputation penalties before, but doing it everywhere would bury bugs they want to find and fix properly.
Edward Fuller · Jared Huckaby · Star Citizen Live · 21 Apr 2023The team has taken over reputation and is focusing on reputation-based hostility and sandbox reputation hooks, so actions against factions like the Nine Tails change how they treat the player.
Elliot Maltby · Edward Fuller · Star Citizen Live · 21 Apr 2023Yes, the goal is to add much more story and character to missions, but for now the focus is on building the basic mission mechanics, with reputation changes hopefully enabling more storytelling later.
Dave Haddock · Jared Huckaby · Star Citizen Live · 4 Mar 2022Players won't be permanently tied to shards, and a matchmaking system in development with server meshing is planned to use factors like reputation to keep each shard semi-diverse.
Cloud Imperium · Spectrum · 10 Nov 2021How often Ruin Station changes hands is still undecided and tied to dynamic event design, though the hope is that it shifts relatively often, with reputation affecting how players are treated.
Dave Haddock · Star Citizen Live · 24 Sep 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 2020Squadron 42's heavily narrative scenes are cinematically driven and immersive, letting players leave, rejoin or time out of conversations, with rudeness carrying consequences that can affect how characters treat them later.
Nick Elms · Jared Huckaby · Calling All Devs · 13 Mar 2020Missions won't be gated by owned ships, but sorted into folders; gating will rely on progression, reputation and hard barriers like active CrimeStat, with simple gates now and reputation-based gating planned.
Luke Pressley · Star Citizen Live · 15 Nov 2019Short-term, a mission lets credentialed players scan ships and earn rewards for CrimeStats on board, while long-term reputation could let players be deputized by security companies and paid for arrests.
Luke Pressley · Jared Huckaby · Star Citizen Live · 15 Nov 2019Missions are currently tied to the player's account and reputation, so the player gets paid rather than the ship, with ship-related warnings for combat missions and bounty proof still to be worked out.
Todd Papy · Jared Huckaby · Reverse the Verse · 31 Aug 2018Further down the line, they plan different policies, such as high-risk or contents coverage, matched to playstyles at appropriate cost, while lifetime insurance stays the default base coverage.
Will Maiden · Happy Hour · 14 Jul 2017The idea is to let players put their whole fleet on one simple policy, with good reputation unlocking better insurance and scoundrels getting worse deals or criminal-side alternatives instead.
Will Maiden · Happy Hour · 14 Jul 2017Yes, the plan is that criminal players can get missions that oppose others' missions, such as stopping a black box recovery, which they say they fully want to do.
Gareth Bourn · Will Maiden · Jared Huckaby · Happy Hour · 14 Jul 2017The game aims to give players systemic, sandbox-style ways to solve problems (negotiation with some characters, brute force, or indirect tricks like distractions), though the deeper subsumption AI is not in place yet.
Tony Zurovec · Chris Roberts · Reverse the Verse · 13 Oct 2016Tony 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 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 2015This hasn't really been thought through; the Xi'an probably wouldn't treat you as their own but might be friendlier, and Vanduul would likely identify and attack you unless you spoofed a clan.
Chris Roberts · 10 for the Chairman · 14 Dec 2015Social status will be in the game, and citizenship will open some access and purchases while possibly being a liability elsewhere, depending on a player's relationships with groups.
Chris Roberts · 10 for the Chairman · 22 Dec 2014Chris 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 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