Star Citizen - What ship manufacturers don't want you to know!

The video critiques the current risk versus reward system in Star Citizen, highlighting that high-risk activities often do not provide better rewards compared to safer gameplay, and suggests that future updates should incorporate diverse non-combat risks to enhance resource gathering. The creator advocates for a reworked system that accommodates various play styles, allowing players to pursue high-tier resources through different means without solely relying on combat.

In the video, the creator discusses the planned distribution of resources in Star Citizen and critiques the current understanding of danger within the game. They highlight the concept of risk versus reward, which CIG (Cloud Imperium Games) introduced to encourage players to engage in riskier activities for greater rewards. However, the creator points out that this concept has not always been effective, as some high-risk activities do not yield better rewards compared to safer gameplay loops. To address this, CIG has implemented an effort versus reward algorithm, but the creator believes that the risk versus reward concept will still play a significant role, especially with the upcoming introduction of new systems like Pyro and Nyx.

The video details how the Pyro system will offer unique weapons not available in Stanton, creating a new layer of risk for players who venture into outlaw territory. The creator suggests that while players can currently buy these weapons without reputation constraints, CIG may eventually require players to achieve high reputation levels with factions to access them. Additionally, the potential for crafting items will add another layer of complexity, as acquiring blueprints may involve navigating dangerous environments. The main danger in these areas is combat, either with other players or NPCs, which the creator argues may not effectively gatekeep resource exploitation as intended.

The discussion shifts to contested zones, which are currently limited to Pyro but may expand to other systems. These zones are designed to contain rare loot, but the creator expresses concern that relying solely on combat as a means of danger may exclude a portion of the player base who prefer non-combat gameplay. Players who avoid combat may find themselves unable to access high-tier materials, leading to inflated prices in the market. The creator emphasizes that while combat can create excitement, it should not be the only mechanism for introducing risk into resource gathering.

The video suggests that non-combat risks, such as environmental hazards or traversal challenges, could enhance the gameplay experience. The creator cites examples like caves and crash sites, where players face navigation puzzles and environmental dangers without the necessity of combat. They propose that future iterations of the game could include hazardous conditions like extreme temperatures or radiation, making resource gathering more challenging without relying on player-versus-player conflict. This approach would cater to players who enjoy exploration and resource gathering without the stress of combat scenarios.

In conclusion, the creator advocates for a more diverse range of gameplay options that allow players to pursue high-tier resources through different means. They propose a reworked risk versus reward system that quantifies the difficulty and danger of various tasks, accommodating different play styles. The aim is to create a balanced experience where players can achieve similar goals through varied paths, ensuring that all players, regardless of their combat preferences, can enjoy the game. The creator hopes to see these concepts implemented in future updates, encouraging community feedback on the balance of resource distribution and the role of combat in the game.