Star Citizen - CitizenCon 2952: Power Play

Star Citizen – CitizenCon 2952: Power Play

This panel is presented by dan trufin Y Thorsten Leiman, two designers from the Frankfurt studio of Cloud Imperium Games. They work on a fundamental system of Star Citizen: resource management.

dan trufin

Thorsten Leimann - Star Citizen
Thorsten Leiman

What’s the use?

Resource management is used to give depth to the universe from Star Citizen and provide play opportunities.

Thus, we can consider that resource management is one of the fundamental bricks of the crew game, since it is through it that the captains, engineers, mechanics, firefighters and other roles will have to work together to keep the ship functional. even in the middle of a fight. she goes private increase the time it takes to destroy a device (time to kill) and encourage players to disable or neutralize it instead, then board.

But it should be understood that this system will not be limited to the only vehicles of the players. It can also be found in their bases, on space stations, in underground facilities, and in cities. Therefore, everywhere it will be possible to interfere in the management of resources or manipulate them to produce the desired effects. So it will be a means to achieve your goal, even on missions.

It is therefore a system that will be fundamental and omnipresent in the universe.

star citizen

star citizen

star citizen

What is it about ?

Resource management simulates all the cables, pipes, tanks, batteries, relays, components, and ECUs that produce, transport, and consume resources. Breathing air, the energy that powers components, coolants, fuels, and data are examples of resources that pass through or are stored on a ship.

The player will be able to interact with these elements through software interfaces, such as flight engineer consolesor opening technical hatches on the walls of ships or buildings.

The developers divide resource management into 6 pillars:

  • Energy
  • survival functions (temperature, air)
  • maintenance (change components, repair them, put improvised components, etc.)
  • the relays
  • access management (according to people or roles)
  • the gravity
A fuse cuts the ship's electrical circuit in half - Star Citizen
A fuse cuts the ship’s electrical circuit in two.

We can salvage a working fuse to replace a larger fuse - Star Citizen
We can recover a functional fuse to replace a more important fuse

Removing a fuse cuts power flow to part of the ship - Star Citizen
Removing a fuse cuts off the flow of power in a part of the ship

The ship is in better shape with this change - Star Citizen
The boat is in better shape with this change.

What has already been done?

The developers have developed a working prototype based on a Hammerhead, where the elements are not permanently integrated, but functional. We find :

  • Activating and deactivating elements
  • The definition of the consumption priorities of the elements
  • The definition of the energy circulation through the relays.
  • The ability to remove a relay to disable whatever is behind it.
  • A survival component (vital support) that provides breathable air. It can be controlled directly or remotely to blow air out or put it back in, room by room, to extinguish fires or suffocate people.
  • Gravity Modification: Low, Normal, Off

This already offers opportunities for sabotage or assassination. For example, you can sabotage a ship by removing the relays that power the shields to make it vulnerable.

A pressurized room (yellow circle) - Star Citizen
A pressurized room (yellow circle)

We can visualize the temperature and composition of the air - Star Citizen
You can visualize the temperature and composition of the air

Opening the door lets the air out - Star Citizen
Opening the door allows air to escape

The room is now empty of air (black circle), the player is suffocating - Star Citizen
The room is now empty of air (black circle), the player is suffocating

You can read the status of the room on the screen - Star Citizen
You can read the status of the room on the screen

The room can be controlled by an engineering station - Star Citizen
The room can be controlled by an engineering station.

Cleaning the air helps fight fires - Star Citizen
Cleaning the air helps fight fires

Two connected rooms exchange air until balanced - Star Citizen
Two connected rooms exchange air until equilibrium

Which are the next steps ?

Since it is a colossal system, the developers plan to release it in several iterations. The first must have the following perimeter:

  • interactive elements on ships
  • relay game
  • relay fuse maintenance
  • Resource management
  • the definition of control groups in the multifunction screens
  • create saved configurations
  • an interface for flight engineers
  • a screen for engineers
Gravity Management - Star Citizen
gravity management


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