1,028 developer answers · 2012–2026
Developers keep returning to ship roles and balance: fighters, gunships and capital ships with tradeoffs, plus crew stations, turrets, missiles, shields and countermeasures. Early talk (2012–2016) covered dogfighting modules and balance goals; later years turned to flight-model tuning and Master Modes, with weapon and shield reworks planned. AI summary
They say engineering balance isn't where they want it, plan to keep tuning it over the next year, and want AI soft-death and cargo changes, while admitting development needs to be faster.
Ian Leyland · Richard Tyrer · 10 From the Community · 5 Oct 2026Maelstrom is technically complete in Squadron 42 and is meant to replace the current armor system wholesale in Star Citizen, but still needs network integration and balancing, and is expected among the early features brought over.
Richard Tyrer · Karl Chandler · Ian Leyland · 10 From the Community · 5 Oct 2026The ship carries a large mix of manned and remote ballistic turrets in sizes 12, 10 and 8 plus two piloted quadruple laser cannons, all weapons built specifically for it rather than generic PU weapons.
Jared Huckaby · John Crewe · Star Citizen Live · 24 May 2026A first version of armor is coming as part of engineering when it returns to PTU, and they say it will change combat balance and reward larger crews.
Jared Huckaby · Mark Gibson · Star Citizen Live · 27 Nov 2025In 4.5 the Polaris's back-right bridge station will get torpedo control, but the pilot won't, because the team wants enforced balance between ships and the Polaris torpedoes are far stronger than the Perseus's.
Mark Gibson · John Crewe · Jared Huckaby · Ben Curtis · Star Citizen Live · 27 Nov 2025Short 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 2025AI blades are still wanted and intended, as part of keeping solo players supported, but the speakers say the current implementation isn't how blades will eventually work and give no timing.
Jared Huckaby · Mark Gibson · Star Citizen Live · 27 Nov 2025Subcomponent targeting is coming, but knowing where ship components and weak points are, such as uneven hull thickness, remains the better skill, and learning your own ship's weak spots gives pilots an advantage.
Guillermo Bilbao · Thorsten Leimann · Jared Huckaby · Star Citizen Live · 24 Nov 2023They say the shown ping was deliberately the strongest version and is still being balanced, with tunable parameters and possible low-emission suits, decoys or jammers as counters, and they don't want radar to trivialise PvP.
Jens Lind · Zac Preece · Jared Huckaby · Star Citizen Live · 17 Nov 2023Mixed flight controls between pilot and co-pilot are unlikely, but a planned controller change should let weapons like a Cutlass Black's forward gimbals be handed to another seat.
Yogi Klatt · Jared Huckaby · Star Citizen Live · 17 Nov 2023Master Modes is meant to fix combat by dealing with excessive high speed, bringing fights closer so they're about outmaneuvering opponents, without capping speed outright because travel matters too.
Richard Towler · Jared Huckaby · Star Citizen Live · 9 Dec 2022The two modes are a combat mode (name still under discussion) for most gameplay, and NAV mode, which allows quantum travel and high speeds but disables shields and weapons.
Yogi Klatt · Star Citizen Live · 9 Dec 2022Earlier attempts included speed-based nerfs and shield changes, but each fix created another problem; they think Master Modes avoids that loop.
Richard Towler · Star Citizen Live · 9 Dec 2022It was partly a eureka moment, but the big change needed approval from many teams, who had to be convinced it wouldn't break racing and other systems.
Richard Towler · Jared Huckaby · Star Citizen Live · 9 Dec 2022The plan is for ships to hide in gas clouds, but not yet; it depends on an upcoming rebalance of EM and IR signatures, ambient signatures, and a new cross-section signature.
Todd Papy · Richard Tyrer · Star Citizen Live · 11 Dec 2020Flare and chaff were renamed to decoy and noise field to better reflect what they do with Star Citizen's multiple signatures and reduce confusion with real-world meanings.
Richard Tyrer · Star Citizen Live · 11 Dec 2020No official change to separate racers from interceptors is planned; John Crewe personally would like it, but it hasn't been decided and would need internal consensus.
John Crewe · Jared Huckaby · Reverse the Verse · 7 Dec 2018Armor currently exists only as a flat per-damage-type reduction on top of hit points, with physically-based damage planned as a long, ongoing effort, and no armor stat is on the ship matrix yet because it would not be useful.
John Crewe · Jared Huckaby · Reverse the Verse · 7 Dec 2018They try to turn intangibles into numbers, such as scoring weapon arc range, even for value judgments, which is a core and challenging part of the economy designer's job.
Jake Muehle · Calling All Devs · 3 Dec 2018Escape from interdiction is still being worked out, but the interdictor chooses power, which sets the field's range and probability curve, trading how quickly victims can re-engage quantum against attracting more attention.
Tony Zurovec · Town Hall · 29 Nov 2016The Phalanx Shield is meant to be powerful but even more skill-reliant than normal shields, rewarding players who manage it well, with shield management systems still being worked on.
Cloud Imperium · Ship Q&A · 25 Nov 2016Yes, non-lethal modules like EMP will be possible on other ships, usually bigger ones, as the game is built around swappable components, though producing all the component variety takes time.
Chris Roberts · 10 for the Chairman · 14 Dec 2015Self-destruct is intended to have an audible countdown that attackers might disable and be limited to the owner or approved captain, with a possible owner-only snap-destruct that kills the owner, still in development.
Matt Sherman · Randy Vazquez · Ben Lesnick · Reverse the Verse · 10 Dec 2015The Hornet's toughness was a bug giving it far more health than intended, and the developers expect tuning changes to the new multi-crew ships over coming patches, relying on community feedback.
Randy Vazquez · Matt Sherman · Ben Lesnick · Reverse the Verse · 10 Dec 2015Both Caterpillar sides will open as clamshells and bullets should pass through if nothing is in the way, though there will usually be something inside to hit.
Calix Reneau · Randy Vazquez · Matt Sherman · Ben Lesnick · Reverse the Verse · 10 Dec 2015Signal range, signature, CPU-based encryption, transmitting and receiving equipment, interception and code cracking are all planned as team gameplay on bigger ships, with a fair amount of it in the long run.
Chris Roberts · 10 for the Chairman · 22 Dec 2014Some longer-range smart weapons will probably come once the 64-bit Large World tech is in, but not in vast amounts since beyond-visual-range combat isn't very fun.
Chris Roberts · 10 for the Chairman · 22 Dec 2014Electronic countermeasures and modular systems are being built into some ships, but he isn't sure the Carrack will have such features, though he thinks modular plug-in systems are likely there.
Chris Roberts · 10 for the Chairman · 15 Dec 2014Friends joining bigger ships is definitely planned, but the first release will have only small single-seat ships because larger ones need many more assets; bigger ships may come around mid-next-year, hopefully.
Chris Roberts · 10 for the Chairman · 18 Dec 2013