Suit Lockers, New Flight Model, Teleporting, Maelstrom, Flyable Javelin, Voip Comms | Star Citizen

The update on Star Citizen details upcoming features including suit lockers, a new flight model removing nav mode in favor of quantum boosting, the Maelstrom damage system, and improvements to ships, vehicles, and communication tools aimed at enhancing gameplay depth and player interaction. Key ship developments include non-combat alien ships, a redesigned Drake Caterpillar, and a flyable Javelin planned for 2027, while new PvE content and social features promise more varied and coordinated experiences.

In this detailed update on Star Citizen’s ships and vehicles, Ryan (aka Mac) covers a wide range of upcoming features and developments revealed during the recent Star Citizen live event and Q&A in China. One of the key highlights is the introduction of suit lockers, which are actively being prototyped and expected soon, especially important with the rollout of Starware. Additionally, new high-difficulty PvE content called tactical strike groups will encourage players to team up and coordinate using various ship types and loadouts, catering to all player group sizes from solo to full org battles. The mission system is also set for improvements to make gameplay more varied and challenging.

Several new ships and updates were discussed, including non-combat alien ships arriving this year, starting with the Gatac Railin for Alien Week. The Javelin battleship will not be flyable until 2027, with modular options like medical and cargo modules planned. The Drake Caterpillar is slated for a full redesign, including functional modules such as a possible broadside gun, aiming to bring it up to current quality standards. Meanwhile, no new player-flyable VanDuel ships are planned yet, but more AI-controlled ones will appear, especially tied to Squadron 42’s storyline.

A major focus is on the new flight model overhaul, which will change how ships handle combat, flight controls, and weapons. Notably, nav mode will be removed, replaced by a system with quantum boosting for short-distance travel, and pilots will gain full control over flight control safeties, raising skill ceilings. Atmospheric flight will also become more realistic. The upcoming Maelstrom physical damage system will replace current health pools with a material-based simulation, promising deeper and more realistic damage mechanics. However, until Maelstrom arrives, the current armor system remains a placeholder, with ongoing tweaks to balance and feel.

Ordinance such as missiles and torpedoes are also under review, with plans to improve their predictability, speed, and visual feedback. Missiles will be influenced by atmosphere and ship engineering, and torpedoes will remain reserved for large targets only, with no stealth torpedoes planned. Communication improvements are in the works, including better VoIP, sharable markers, and potentially a teleport-to-party-leader feature to ease player grouping, though this remains controversial and is not guaranteed. Other social features and player-to-player services like refueling and escorting are also being enhanced to encourage more interaction.

Finally, ground vehicles are set for improvements with plans to make them handle more like ships, improving suspension and tires ahead of their 1.0 release. The developer team is focused on filling gaps in ship roles aligned with gameplay mechanics such as refining, trading, and base building, ensuring each ship type has a purpose. Ryan closes by encouraging viewers to support his channel and shares his streaming schedule, expressing excitement about the future of Star Citizen’s evolving ship and vehicle systems.