Live QA Asteroid base Contested Zone in 3min 20sec

In the August 16, 2024, Star Citizen live Q&A, the Frankfurt design team discussed the development of contested zones and asteroid bases, emphasizing unique player experiences, diverse missions, and the integration of PvP and PvE elements. They also confirmed the larger size of the Pyro system compared to Stanton, highlighted the importance of tactical gameplay, and noted their commitment to improving procedural generation for asteroid bases.

In a recent Star Citizen live Q&A session held on August 16, 2024, the Frankfurt design team discussed the development of contested zones and asteroid bases. Hosted by Jared, the session featured developers K John and Emmanuel, who addressed questions from both the chat and Spectrum, focusing exclusively on these two topics. The developers emphasized their commitment to ensuring that each new base offers a distinct experience, with diverse missions and multiple entry and exit points to prevent repetitiveness and monotony.

The discussion included insights into the game’s player-killing (PKing) mechanics, where camping and tactical gameplay are intended to be integral parts of the experience. While many questions were answered, it became apparent that much of the information shared was not new, reiterating previously known details about the game. The developers confirmed that the Pyro system is significantly larger than Stanton, which will introduce logistical challenges for players, and they are considering adding more rest stops if balance issues arise.

Contested zones were highlighted as areas featuring both PvP and PvE elements, equipped with spawn closets that will periodically generate NPCs to maintain engagement and threat levels. Developers clarified that while there would be no mimics in these zones, some items could be booby-trapped, requiring players to use scanning tools to detect dangers. Jared humorously inquired about the possibility of introducing mimics in the future, indicating ongoing exploration of gameplay mechanics.

The developers also discussed the varying difficulty levels of contested zones, noting that each zone would be divided into three smaller areas, with escalating challenges and corresponding rewards. They confirmed that while there are no plans for players to legally marry creatures like sandworms, NPCs might have domesticated animals that react defensively when attacked. Jared reassured players that although exciting features are being developed for Pyro, similar content is planned for Stanton and other systems in the future.

Lastly, the team acknowledged the current reliance on hand-built designs for asteroid bases rather than procedural generation, citing a lack of satisfaction with the results of the latter. They expressed a desire to improve their procedural tools as they gain more experience in creating these environments. The session concluded with several disclaimers, and Jared wrapped up by thanking viewers for their time, encouraging them to share the content and wishing them safe travels in the game universe.

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