3,618 developer answers · 2012–2026
Developers keep returning to what individual ships are for: roles, trade-offs and balance between sizes and manufacturers, with fighter and capital roles and rework versus Mark II choices debated. Early answers set out design intent and crew; later ones cover flight model, master modes, cargo and cleanup, with many features still planned. AI summary
LAMP was limited to fighters because static canopies have a linkage issue; it's solvable and wanted on every vehicle, but needs a way to avoid reauthoring many ships and still has to be planned.
Benoit Beausejour · Karl Chandler · 10 From the Community · 23 Oct 2026Selling or deleting earned ships is technically possible with the new entitlement and economy systems, but whether to do it is ultimately a design and creative question.
Karl Chandler · Jens Lind · Benoit Beausejour · 10 From the Community · 23 Oct 2026Beausejour says ship cleanup is one thing being looked at: the system seems to work but may be misconfigured in some areas, letting ships pile up, and more entities make servers do more work.
Benoit Beausejour · Jared Huckaby · Jens Lind · Star Citizen Live · 18 Jun 2026The team credits a planned year of quality of life and content, a larger vehicle team, process changes and support from other teams for the record number of ships, calling it challenging but good.
John Crewe · Ben Curtis · Jared Huckaby · Star Citizen Live · 27 Nov 2025Backlog ships that depend on missing gameplay features won't be started, so the backlog has shrunk without additions and its pool is slim, leaving a balance between new ships, upgrades and backlog releases.
John Crewe · Star Citizen Live · 27 Nov 2025Preparing for engineering is a huge amount of work: ships must be reworked, tested and tweaked, since older ships were set up differently, and the vehicle design team is currently adjusting the features due in December.
Mark Gibson · Ben Curtis · John Crewe · Star Citizen Live · 27 Nov 2025Gold standard means bringing an existing ship up to the features and functionality it would have if released today, without stylistic changes that remove its core identity; no 2026 list is given.
Ben Curtis · Star Citizen Live · 27 Nov 2025The AI module (blade) technology already works and is used on some capital ships, turrets and ATCs, with the AI side largely ready and the remaining work being how players obtain and use blades.
Diego Marti Mason · Francesco Roccucci · Star Citizen Live · 15 Dec 2023The new flight feature stays in Squadron 42 for now because bringing it to the PU means retuning every ship and component, multiplayer testing and finishing the UI, and it will likely be tested with Evocati before wider release.
Richard Towler · Yogi Klatt · Star Citizen Live · 9 Dec 2022The Mercury's fuel tank was enlarged because the ship had grown more powerful than its tank, and this rebalanced it against comparable ships, whereas lowering consumption would have left an outlier and affected thrusters across ships.
Richard Tyrer · Todd Papy · Star Citizen Live · 11 Dec 2020The AR door finder is aimed at new players, who can find ship doors confusing, and veterans can turn it off; the speakers see making the game more accessible as a long-term benefit.
Todd Papy · Jared Huckaby · Richard Tyrer · Star Citizen Live · 11 Dec 2020Kirk Tome says seat height adjustment is hard because the HUD, the IK on the controls and shared entry animations would all need changes, with the dynamic HUD the biggest tech challenge, though all of it is solvable with time.
Kirk Tome · Jared Huckaby · Calling All Devs · 11 Dec 2018A rework scraps almost everything and rebuilds a ship from scratch, while an improvement targets one area, such as a cockpit interior or adding hatches for components, without rebuilding the whole ship.
John Crewe · Reverse the Verse · 7 Dec 2018They want more starter ships long term and like the Dragonfly idea, but already-sold ships come first and design questions like exposure and quantum travel remain, so it may take a while.
Dave Haddock · Matt Sherman · 10 for the Developers · 28 Dec 2015Major alien civilizations are roughly equal in tech level, each with its own specialties, so alien components could differ in parameters rather than being always better, and standardised component sizes let them fit UEE ships.
Dave Haddock · Matt Sherman · 10 for the Developers · 28 Dec 2015The Hornet was the starter ship in Wing Commander, where it was a light fighter, but in Star Citizen its turret makes it feel like a medium fighter; many designs nod to historical aircraft.
Chris Roberts · 10 for the Chairman · 21 Dec 2015Travis Day says design and production processes evolve constantly, citing ship pipeline changes like ship paint and a planned procedural damage system, and Darian Vorlick says producers keep streamlining their own processes too.
Travis Day · Darian Vorlick · 10 for the Producers · 29 Dec 2014Whether more small and medium ships come depends on the game's design; several one-to-three-seat ships are already coming, and gaps may show up as the Persistent Universe fills out.
Travis Day · 10 for the Producers · 29 Dec 2014Swapping parts like coolers and avionics already works; modularity adds swapping whole internal rooms for role variants, and computer components can also change things like targeting.
Travis Day · Darian Vorlick · 10 for the Producers · 29 Dec 2014The hangar patch adds the new Avenger and Cutlass to walk around in, plus a space crab, jellyfish and a sucker fish, and some UEC to test client-side persistence; the ships aren't PBR yet.
Ron LaJoie · Eric Peterson · Wingman's Hangar · 20 Dec 2013Chris Roberts says eight Constellations versus eight Hornets might be closer than expected, and that matchmaking will offer options like point budgets per ship and same-ship-only matches, with illustrative numbers only.
Chris Roberts · 10 for the Chairman · 18 Dec 2013Players should generally need to own ships to fly them in the Dogfighting Module, but early on only one or two ships, such as a test Hornet, may be flyable.
Chris Roberts · Wingman's Hangar · 13 Dec 2013