Ryland provides an in-depth hands-on exploration of Star Citizen’s new engineering mechanics, demonstrating detailed ship damage, repair, and management systems on the Cutter and Intrepid, highlighting features like augmented reality salvage, power distribution, and emergency teamwork. Despite some bugs, the system promises immersive, realistic ship maintenance and multi-crew collaboration that scales with ship size and enhances gameplay depth without becoming tedious.
In this detailed hands-on deep dive, Ryland (aka Mac) explores the new engineering mechanics previewed in Star Citizen’s tech test for the Evocati group. He begins by testing the system on the Cutter, using a multi-tool and RMC canister to try scraping salvage and repairing components, though the repair functionality was not working during his test. Despite this, the augmented reality UI for salvage was clean and informative, showing ship sections, salvageable material, and component integrity. The Cutter’s cockpit featured a basic diagnostics MFD that displayed component health, status categories (damaged, critical, error), and on/off toggles, offering a quick overview for single-seater ships.
Ryland then experimented with weapon damage, firing small arms at the Cutter’s exterior and interior. Exterior shots caused no visible damage or fires, likely due to strong armor, but interior shots ignited fires that spread rapidly. He used a fire extinguisher to put out the flames, though some bugs affected temperature readings and sound effects. Damage to components was reflected on the diagnostics MFD, which allowed limited one-time repairs restoring components to 20% health. After flying briefly, the Cutter suffered further damage and eventually powered down, with locked doors preventing access—likely a fail-safe to contain fires.
Next, Ryland tested the Intrepid, noting its more advanced engineering panel located in the ship’s rear. This 3D holographic interface showed detailed ship maps, life support status, room temperatures, pressures, and door controls. The panel allowed toggling of various ship elements, locking doors, and monitoring component health and temperature. A power distribution system enabled engineers to allocate power pips to different systems, with presets allowing quick switching between configurations like stealth or full power. These presets could be saved and shared, fostering community collaboration and specialization in ship engineering roles.
During further testing on the Intrepid, Ryland observed how firing on components affected life support and cooling systems, causing temperature spikes and system warnings. Fires could lock down rooms and doors, requiring coordinated teamwork between crew members to manage emergencies by opening doors and extinguishing fires while preventing spread. Some bugs persisted, such as extinguisher recharge issues and inconsistent temperature displays, but the overall system demonstrated deep, realistic ship management mechanics with emergent gameplay potential, especially on larger capital ships with complex systems.
Ryland concludes by addressing concerns about the potential for engineering to become tedious, explaining that while early tests ramp up degradation for balancing, normal gameplay will involve manageable maintenance rather than constant repairs. The system aims to enhance immersion, player attachment to ships, and multi-crew cooperation without detracting from core gameplay. He emphasizes that engineering will scale with ship size and usage, promoting skill and realism in combat and daily ship operation. Despite current bugs, the preview showcases promising depth and complexity that will enrich Star Citizen’s universe.