CitizenCon 2953: Destination Adventure

In this segment of CitizenCon 2953, the focus is on the development of distribution centers, cargo gameplay, and the introduction of base building in Star Citizen. Players will be able to engage in various types of missions and contracts related to cargo, and they will have the ability to build and customize their own bases in different locations, with varying levels of security and rewards.

In this segment of CitizenCon 2953, the focus is on the development and details of distribution centers, base building, and cargo gameplay in the game Star Citizen. The distribution centers are large locations designed to accommodate various types of gameplay and missions. Each distribution center is owned by a faction, determining its specialization and the type of missions available. Major factions like the UE are more focused on military activities, while minor factions like GRK Industrial are more suited for resource gathering and manufacturing. The presentation showcased the progress of the distribution centers, including their administrative areas, landing pads, and corporate offices.

The next segment delves into cargo gameplay, which is a major part of the game. Players will acquire blueprints for different types of cargo and hauling contracts, allowing them to build their reputation with the Interstellar Transport Guild and other companies. Different types of cargo will have specific attributes, such as perishable or hazardous goods, influencing the choices and considerations players have when handling and transporting them. There will be rewards and perks for completing contracts, including branded ship and gear skins, collectibles, and more.

The presentation also introduces the concept of persistent player hangers and freight elevators. Players will have their own personal hangers where they can store and maintain their ships and vehicles. The freight elevators will allow players to physically interact with their inventory and manage large volumes of items. This new system will change the way players retrieve and store their vehicles and items, creating a more realistic and immersive experience.

The highlight of the presentation is the announcement of base building. Players will be able to plan and prep their base by acquiring blueprints, collecting resources, and choosing the location. The base building will have different levels of security, from high security with protection to lawless areas with no protection. Tools like the surveyor, vehicles, and the Pioneer ship will allow players to construct and customize their bases according to their play style and goals. Base building in different locations will yield different rewards and risks.

The final segment introduces an update on base building and showcases a video demonstrating the gameplay and features of base building, like planning, prepping, and building structures using the surveyor tool. The presentation concludes with a brief mention of future developments, such as refining the design based on cross Shard and server meshing considerations.

salt-e-mike reacts:

The video discusses the CitizenCon 2953 panel titled “Destination Adventure,” where the presenters, primarily environment artists, highlight the development of distribution centers in the game. The centers are designed to be large, accommodating various gameplay opportunities and missions, with a focus on faction-specific features. However, the presenters acknowledge that much of what was promised remains unfulfilled, leading to disappointment among the community. The discussion reveals frustrations over the lack of gameplay mechanics and the slow pace of development.

The panel emphasizes the importance of reputation systems tied to gameplay, particularly in relation to cargo missions and faction interactions. Major factions, such as the UEE, are expected to provide unique mission opportunities, including hostile and friendly gameplay loops. However, the presenters admit that many of these systems are still in development, and the actual implementation of gameplay features remains limited. This creates a sense of skepticism about the game’s progress and the ability to deliver on ambitious promises.

As the discussion progresses, the presenters showcase the aesthetic aspects of the distribution centers, highlighting their impressive scale and design. While acknowledging the visual appeal, there is a clear sentiment that the focus on art and design overshadows the need for functional gameplay mechanics. The presenters express concern that artists are leading the design process without sufficient input from gameplay designers, which may hinder the overall development of the game.

The conversation shifts to the introduction of raids as a new gameplay feature, focusing on team-based missions that involve high-risk, high-reward scenarios. However, the panelists note that the concept of raids seems to be more of a staged demonstration rather than a fully realized gameplay feature, leaving many in the community questioning its practicality and relevance. Additionally, the lack of engagement from players regarding the need for raids further underscores the disconnect between the developers and the community’s expectations.

Overall, the video captures a sense of frustration and disappointment within the community regarding the pace of development and the gap between promises made during past CitizenCons and the current state of the game. While there are glimpses of exciting features and potential gameplay mechanics, the repeated emphasis on reputation systems, cargo missions, and the lack of tangible rewards raises concerns about the game’s direction. The panel reflects a broader sentiment that while the art and visuals are commendable, the gameplay experience still requires significant improvement to meet player expectations.