Rare items, cargo, ships and such will persist. Large and important items will stay in the area based on an "area manager" which programmatically controls the longevity of the items in a given area.Small disposable items like bullet casings will despawn.How will item persistence work for spawning and despawning items? Additionally there will be the following potential hazards to name a few: Pirates, comets, meteors, small black holes! When cargo running there will be wear and tear of components that will need fixing during journeys.What type of hazards can we expect when cargo running? In the case of automatic loading NPC crews will be used. Loading of large ships in space harbors can be manual or automatic.Cargo loading / unloading can be an independent profession.More remote locations will require more involvement from the crew. For example, large space ports will have many systems in place to speed up the process. Some stations will provide more loading / unloading facilities than others. Expect large ships to take longer to load / unload cargo and for crews to have to be hired. This may be carried out by players or NPCs. Loading and unloading of cargo ships will require storage containers and cargo to be moved and loaded.Will the loading of cargo onto bigger ships be automated or will specialized small cargo loading ships like the Argo be required? Selling ships and vehicles back to shopsįor the latest great official update on trading and cargo please watch the 2021 Citziencon panel Physicalized Cargo (Starts at 11:43).Loading and unloading can be done either manually by using tractor beams, forklifts and cranes or by paying NPC or player services.įuture iterations of cargo trading will bring features such as: Players will need to physically move cargo around the universe. You will also be able to move cargo inventory around with the help of your MobiGlas device ( See also this video). This article (Official) shows how interactions will happen with Cargo. Availability of jobs is determined by player reputation with the various NPC cargo guilds in the game. The in-game contract system will generate jobs where players will ship goods from one location to another. As seen originally in Wing Commander Privateer the price of goods could vary in different locations and a player could take on shipping contracts offered by the in-game mission system. If a certain material runs low in one system it will have to be brought in. The Star Citizen economy will require a vast array of cargo transport to keep the empire working. Military - Released in Alpha 3.17 (Technically militia / military support eg.Prison Worker / Patsy - Released in Alpha 3.10.Trading / Cargo Hauling - Updated in Alpha 3.15.Professions Already Testable in Early Versions (3.0 and on) Please note that in Star Citizen there is no leveling or character skill selection, player roles will simply be how they choose to play. So let’s look at some of the professions that will very likely be available. This post examines some of the more certain roles that will exist and then at the end of this article, we will look at some of the more hypothetical roles that may one day exist in the ‘verse. With such a complex and interdependent economy there will be many roles available for players.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |