After 12 years and 504 million $ Star Citizen explains its skill system

After 12 years and 504 million $ Star Citizen explains its skill system

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

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How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Special forces in the military also undergo special training to cope with more challenging environmental conditions than the average citizen.

4 physical abilities and “Techniques”

What physical skills are there? As the developers explain, there are physical abilities. They fall into 4 categories:

  • Strength – The more containers one carries, the stronger they get, and they can carry heavier boxes. This also increases the weight of the inventory they can carry – and they can sprint longer under higher loads.
  • Agility – Determines how quickly one can switch weapons or enter aiming mode.
  • Stamina – How well can one withstand harsh environmental conditions? With better values, one can hold out longer, even under high G-forces.
  • Fitness – How high is the endurance? How long can one swim, how long can one sprint?

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Special forces in the military also undergo special training to cope with more challenging environmental conditions than the average citizen.

4 physical abilities and “Techniques”

What physical skills are there? As the developers explain, there are physical abilities. They fall into 4 categories:

  • Strength – The more containers one carries, the stronger they get, and they can carry heavier boxes. This also increases the weight of the inventory they can carry – and they can sprint longer under higher loads.
  • Agility – Determines how quickly one can switch weapons or enter aiming mode.
  • Stamina – How well can one withstand harsh environmental conditions? With better values, one can hold out longer, even under high G-forces.
  • Fitness – How high is the endurance? How long can one swim, how long can one sprint?

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Special forces in the military also undergo special training to cope with more challenging environmental conditions than the average citizen.

4 physical abilities and “Techniques”

What physical skills are there? As the developers explain, there are physical abilities. They fall into 4 categories:

  • Strength – The more containers one carries, the stronger they get, and they can carry heavier boxes. This also increases the weight of the inventory they can carry – and they can sprint longer under higher loads.
  • Agility – Determines how quickly one can switch weapons or enter aiming mode.
  • Stamina – How well can one withstand harsh environmental conditions? With better values, one can hold out longer, even under high G-forces.
  • Fitness – How high is the endurance? How long can one swim, how long can one sprint?

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Special forces in the military also undergo special training to cope with more challenging environmental conditions than the average citizen.

4 physical abilities and “Techniques”

What physical skills are there? As the developers explain, there are physical abilities. They fall into 4 categories:

  • Strength – The more containers one carries, the stronger they get, and they can carry heavier boxes. This also increases the weight of the inventory they can carry – and they can sprint longer under higher loads.
  • Agility – Determines how quickly one can switch weapons or enter aiming mode.
  • Stamina – How well can one withstand harsh environmental conditions? With better values, one can hold out longer, even under high G-forces.
  • Fitness – How high is the endurance? How long can one swim, how long can one sprint?

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

The Magnum Opus Star Citizen will have a skill system like a traditional role-playing game. This was announced by CEO Chris Roberts and Squadron 42 head Richard Tyrer in a livestream on Twitch for CitizenCon on October 8, 2022.

Where does the information come from?

  • Two of the key staff members of Star Citizen and the single-player spin-off Squadron 42 shared insights in a livestream on Twitch at CitizenCon 2952.
  • Here, Roberts and Tyrer revealed their information about the skill system.
  • The skill system is currently being developed for Squadron 42 but is also expected to be implemented in Star Citizen later.

Skills are supposed to improve “organically”

These are the fundamentals of the skill system: The skill system is intended to be “light” and not have a huge impact on the gameplay experience.

The developers mention that it’s about marginal differences, such as whether a bounty hunter can catch up with another player on foot or remains conscious under high G-forces where others pass out.

It should not be the case that one suddenly “can fly better” simply because they have more points in a skill. Additionally, points shouldn’t be distributed in the traditional sense; instead, the idea is that one becomes “organically” better at things they do regularly.

As Chris Roberts explains, a beginner in the gym can only lift light weights and will be able to gradually increase the weight over time. This is how the skill system is envisioned: it aligns with real life. As a bounty hunter, one has to consider being physically fit—perhaps not so much as a freighter pilot.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Special forces in the military also undergo special training to cope with more challenging environmental conditions than the average citizen.

4 physical abilities and “Techniques”

What physical skills are there? As the developers explain, there are physical abilities. They fall into 4 categories:

  • Strength – The more containers one carries, the stronger they get, and they can carry heavier boxes. This also increases the weight of the inventory they can carry – and they can sprint longer under higher loads.
  • Agility – Determines how quickly one can switch weapons or enter aiming mode.
  • Stamina – How well can one withstand harsh environmental conditions? With better values, one can hold out longer, even under high G-forces.
  • Fitness – How high is the endurance? How long can one swim, how long can one sprint?

Tyrer clarifies:

We are not removing any skill elements. There’s nothing that makes you deal more damage or makes the ship fly faster. It’s always down to the player themselves.

Animations run smoother with higher skill value

What about the Techniques? Here, the developers give examples of a “takedown”, the precise elimination of an opponent.

It is said: At the beginning, one may not perform the maneuver cleanly; only over time will the character improve at it. Then the animations will also change and become smoother.

Later, Chris Roberts can imagine also bringing combat techniques as skills: knife fighting, martial arts – perhaps one can also learn a trick from others.

How is the topic being discussed? For many players, Star Citizen is more than a game; it’s more like a “second world” that largely lives in their imagination (via reddit).

However, such a skill system is something mechanical, which is associated with “superiority” or “grind”: People invest an extreme amount of time into their characters, perhaps becoming overly powerful.

This seems to lead many players to the design idea: “The best player should have advantages,” not “the best character.” This is a principle that both Tyrer and Roberts seem to emphasize in the stream.

Players compare the current system to Escape from Tarkov or GTA: it’s said that it provides only “marginal advantages.”

With such a massive project like Star Citizen, many players project their desires onto the game – but as the actual game becomes more concrete, Star Citizen becomes less suitable as a projection surface for their wishes.

45-year-old invests $31,000 in Star Citizen after nearly dying

Source(s): dualshockers
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