Daniel Raymond discusses CitizenCon Direct’s new ship hangar refueling and rearming feature, highlighting its non-physicalized design that simplifies gameplay across stations and carriers, completing carrier operations for large ships like the Idris and Polaris. This shift suggests future repair mechanics will also be streamlined, potentially simplifying the roles of specialized ships and enhancing overall gameplay accessibility.
In the video, Daniel Raymond from Ray’s Guide discusses a significant yet underappreciated announcement made during CitizenCon Direct about a new ship hangar refueling and rearming feature. This feature allows players to land select ships, such as the Idris and Polaris, inside hangars and use an interface similar to that found at space stations to refuel and rearm. This development is crucial because it completes the carrier operations role for these large ships and hints at how future repair mechanics might be handled within the game.
Raymond highlights the fundamental design choice behind this new system: whether to physicalize gameplay mechanics or keep them simplified and non-physicalized. Star Citizen has traditionally moved towards more physicalized systems, such as detailed cargo and ship components, but this new refueling and rearming feature intentionally adopts a non-physicalized approach. This means the experience will be consistent whether players are at a station, an NPC carrier, or a player-controlled carrier ship, likely mirroring the experience planned for Squadron 42.
One of the key implications of this approach is its impact on existing and planned ships like the Starfare, Vulcan, and Crucible, which were initially marketed with more complex, physicalized gameplay systems involving drones and specialized crew roles. Raymond suggests that these ships might see their mechanics simplified to match the new non-physicalized standard, making gameplay more accessible and less tedious, especially considering the limited player interest in complex refueling and repair roles.
Raymond also explores the logistical challenges this system poses, such as how carriers manage their supplies of fuel, ammunition, and repair materials. He theorizes that carriers will draw from a finite pool of resources, adding strategic depth to carrier management. Additionally, simplified commodities like “ship ammunition” and “ship parts” could streamline inventory management, allowing for easier rearming and repairs without micromanaging every component.
Finally, Raymond speculates on the future of repair mechanics, suggesting they will likely follow the same simplified, non-physicalized path. This would enable easier mission integration and gameplay opportunities for ships like the Vulcan and Crucible, which could provide automated repair and rearm services through designated service areas. Overall, the video emphasizes that Cloud Imperium Games appears to be embracing simplicity to enhance player experience and gameplay accessibility, a departure from their usual trend towards complexity.