this post was submitted on 31 Oct 2025
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Star Citizen

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Question by CasaBLACK:

Hi, with Crafting T0 I have two questions dealing with persistence. Will the crafting blueprints be something that gets bound to our accounts similar in nature to earnables in game (like event rewars etc) or will they be more like items we earn through gameplay like WIkelo? (one being a lot more easier to lose than the other). Also with mineables/materials for crafting, will those be moved to persist between patches because of of now, things we mine disappear between patches.

Thanks!

Answer by Dec:

Hello, yes the LTP issues with resources is looking to be addressed.

For blueprints, they will persist through patches but are not permanently bound to your account like event rewards, so if there was ever to be a full wipe they would be lost. The exception to this rule is some cosmetic blueprints.

The long term goal with cosmetics / paints is to convert them into a blueprint so they are no longer physicalized at a location (like ship paints) or bound to an entity (like weapons and armour). If one of the items that you earned in an event is converted to be item + cosmetic blueprint, then that cosmetic blueprint will of course still be permanently account bound.

Just to be very clear, a cosmetic blueprint does not craft the item itself, it just allows for that cosmetic to be applied to the item via the crafting UI. So if you earned an event armour with a cool red skin, you could then craft / find / trade for better version of that armour later on and apply your cool red event skin to it.

Thanks,
Dec

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[–] QuadratureSurfer@lemmy.world 2 points 2 weeks ago (2 children)

Interesting. I'm wondering if there's going to be some sort of mechanic where it takes a minimum of "x" amount of time to disable the shields, where the owner/org members have enough time to respond.

[–] Essence_of_Meh@lemmy.world 2 points 2 weeks ago

Considering CIG's approach to preventing harm from other players, I wouldn't really expect anything like that. At least not without multiple iterations of little to no safety mechanisms and going through the usual "it'll be fine" > "player solutions to player problems" > "guys, please act nicely" > "fine, we'll do something eventually" cycle.

Cynicism aside, I hope these comments are a sign that they're getting to a point where they'll start sharing some details about how things are going to work. Can't say I'm interested in base building, let alone doing it in a dangerous location, but I'd love to know what design decisions they decided on.

[–] ProjectPatatoe@lemmy.world 2 points 1 week ago

I can think of a quick and dirty lore explanation being that, disabling the power to shields means it runs on backup / emergency batteries/capacitors for a short while and just waiting for it to discharge or something. Maybe that unlocks additional steps for an attacker to bring it down faster by attacking the emitters or something. It can be both more engaging and a delay/stall tactic.