Engineering Is Star Citizen's Next Controversial Feature, But Will It Really Be That Bad?

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Engineering is a long-awaited part of Star Citizen's deeper gameplay. As the focus begins to shift to multi-crew gameplay and larger ships, the aspects of this system will begin affecting the way we play. It's sure to be a divisive addition for backers old and new, but how bad could it really end up being for you?

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Relevant Links:

ToC:
00:00 A New Flashpoint Feature
00:35 What is Engineering?
08:46 Is It Going To Be Bad?
10:06 Diversified Ship Choice
12:45 There's More To Come

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We NEED higher ammo capacity for ballistics or at least storing extra ammo in your ship.

Fuar
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The time sink will be fine when we're deep in space looking for content. Ship maintenance should be seen as a part of exploration.

NarattoRadians
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Not having your ship explode every 5 min will be a much welcome change

georgek
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It would be really cool if they could intigrate a separate command "screen" that matches your ship controls that could be dragged independently to a 2nd monitor. Almost like a pop out window for ship module screens.

TrustableGuy
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I'm extremely pleased to start seeing these things finally coming to fruition.

hanthostaal
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Finally something to do when making long quantum jumps or have friends in your ship out of combat

Memeguppy
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if i interpret CIG correctly engineering and other mechanics like personal health are supposed to be balanced in a way that they dont end up being a tedious job you have to do nonstop to survive, but rather a way to extend your life in the verse as without those mechanics your character/ship would die much sooner. Meaning theyre not supposed to be gameloops to keep you occupied, but rather gameloops to extend your gameplay without the need to resapwn, making death of a spaceman more viable in a complex game like this. I could be wrong and its probably also intended as a balancing pass for small and large ships/ solo crews and multi crews alike, but i think their main goal is to make dieing less common without making the game/ hits you need to take to go down unrealistic.

Brosion
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I wouldn't mind being able to make a few presets. I really like medium ships but dont really play with others. If they add hire npcs at the same time it wouldn't be too bad

Dominus
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In regards to the salvage point you make. I have often seen myself as a scrapper in a future ideal of Star Citizen, with my own outpost, taking components from wrecks, repairing and selling them on the cheap to other players for profit. As well as charging players for repair and refuel at my outpost. I think it could be a legitimate gameplay style in future.

CBadger
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What I've been wondering is if this focus on damaging components mean that projectiles actually pass through the ship... and if you can end up taking out crew with a single lucky shot.

Reducer
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I think the main concern with engineering for myself has less to do with engineering and more so to do with the fact that through virtue of mission payouts being split between party members solo play drastically outpaces in most game loops you can do with a group.

I imagine its going to be just as hard to get other players to crew aboard your ship as it is now in most instances.

I think a payout system for missions should consist of giving lets say 4 party members the same pay for basic tier missions and only if they're over the recommended party size only then do they take a major hit to rep and credits for mission time. If the mission is hard enough to justify that recommended party size being upped they can do that on a case by case basis.

adding one additional person to a party doesn't double your mission speed, adding 4 doesn't quarter it. Realistically If you just bump mission payouts to enable co-op play you'd still have the problem that solo is still the best way to go hands down. Credit rewards for completing missions relative to their difficulty is always going to have a soft cap on it to prevent overtly expeditious grind. Having a system akin to what i've proposed allows for a more reasonable truncation of rewards in such a way that still allows them to be rewarding.

I personally think engineering gameplay is super essential however for even a modest sized ship like the corsair even modest damage to your ship can cost you 100's of thousands of credits. Couple that with the fact that the cost of repair can be so high you may just not ever use a multicrew ship for 90% of the games content. You can quickly run into the red while crewing a ship like the corsair.

ONYX
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have not liked the gear/character inventory change personally it just adds more hassle with no payoff in imersion. it really is not breaking suspension of disbelieve to have a classical MMO like character screen to equip stuff and having big pockets if it increases playability and fun, I hope this 'engineering 'tedium'' feature one is going to be better for me. I think it will be better as to me this makes more sense as a gameplay mechanic compared to what they done to moving gear to access points.

Sealreth
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Time sink is a problem. At the same time, enjoying the process of heading out to do a task can be rewarding. At least to me.

sketto
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Was not expecting to see a Chicago reference tossed in here but I’m here for it.

ryanwilsey
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Great video explaining how engineering will probably work in the future. I for one is excited for this gameplay mechanic.

JClif
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I have been looking forward to this moment for years. I want it to be a hassle to fly my ship. I want it to be hard and perilous. That’s what space is. I want to feel like I’m in danger all the time and like all my ducks have to be in a row before I embark on my next journey.

johnokean
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i wasnt realy intrested in engineering before but now i am, lets just hope CIG dont take 2 years to fully implement it

faith
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Sounds amazing. I love intricate systems and it will definitely add to the over all realism. I could see it making one ship more efficient and more fun for you and your mates instead of everyone flying their own ship to an outing of some sorts. Can’t wait

bwest
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I'm excited to see this coming into the game. It makes the ships seem so much more real, and adds actual gameplay to the ships themselves both big and small. There's nothing but pros with this.

FrazzleCat
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I'm super looking forward to this change. Regardless of which ship I use, it's going to change how we even think about our ships. I can't wait until insurance claims become a very infrequent thing.

Bluewolf