Polishing The Star Citizen FPS Experience Q&A [Reacts]

Star Citizen’s FPS team discussed various aspects of the first-person shooter experience in a live Q&A session. They talked about balancing the radar and ping mechanics, addressed concerns about “wall hacks,” and mentioned possible additions like decoys and jammers. They also touched on interactions with buttons and control panels, inventory management, manual magazine repacking, adjusting time-to-kill, and the implications of increased health on medical gameplay.

In this Star Citizen live Q&A session, members from the FPS team discussed various aspects of the first-person shooter experience in the game. They talked about the radar and ping mechanics, addressing concerns of it being called “wall hacks.” They explained that the current system is still being balanced and tweaked, and they are considering adding components like decoys and jammers to counter detection.

The team also touched on interactions with buttons and control panels, stating that the player will play an animation of interacting with their mobiGlas, rather than physically reaching out to touch buttons. They mentioned the challenges of balancing visuals and not obstructing the UI.

Regarding inventory management, they confirmed that a looting screen will be extended to include armor and undersuits, allowing for easy equipping and changing of clothing and armor. They clarified that this system will work alongside the inventory system shown at CitizenCon, with additional storage space provided by pouches that can be attached to gear.

The team addressed the possibility of manual magazine repacking, stating that players will be able to repack magazines manually, either through the looting screen or by triggering the action while holding a weapon. They emphasized that balancing is still ongoing for this feature.

Lastly, they briefly mentioned that time-to-kill (TTK) has been adjusted to create a more engaging combat experience, but further iteration and player feedback will be necessary to ensure it is fair and balanced. The team is also considering the implications of increased health on the medical gameplay, as injuries will play a role in combat consequences.