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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[–] Essence_of_Meh@lemmy.world 2 points 2 weeks ago (3 children)

He also posted about land claims and base raiding.

Full commentHello, within a region (e.g. Europe) a copy of every land claim / base will exist on all shards, so the same land claim cannot be taken by two different people.

Assuming the owner has opened up their base to the public, you can access their player-run-store on any copy of the base, or use their crafting / refining facilities if you have permission to do so. For the stores, the inventory of what's for sale is shared across all shards.

However, when it comes to raiding a base, this can only occur on a single shard. Which shard this happens to be is dynamic depending on the circumstances, the easiest example is: If the owner of the base is online and at their base, then the shard they're on is the only shard where this base can be raided.

If you attempt to attack a base and you are not on the correct shard, then you will be given the option to transfer to the correct shard. Likewise party or org members arriving to defend would be transferred to the shard where its kicking off so they're able to help.

Thanks, Dec

[–] QuadratureSurfer@lemmy.world 2 points 1 week 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 1 week 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.