
Ship boarding, zero-G combat, first-person shooter (FPS) combat, trade, and other social interaction can all occur separate to the piloting of ships and vehicles. Throughout the entire game players are able to interact with the game world in first person as their player avatar aboard ships, orbiting stations, and in planet-side cities. These private servers will not be linked to the public persistent universe. Later on, tools will be available to provide private servers akin to Freelancer's multiplayer servers. Regional servers will be connected through the galaxy server. This will allow players to interact with friends without having to connect to specific instances. Unlike conventional forms of instancing, the game will dynamically adjust layers of multiple instances in a specific location according to player density. A virtual economy system will play an important part of the universe, and will reward a multitude of achievements such as the discovery of rare uncharted jump points in space.Ī dynamic 'server mesh' instancing system will allow for a large amount of players to interact in a single area.

Player statistics will be tracked and preserved throughout the game. The universe, and all the characters and events within it will be managed by a central "Galaxy" server. The game will also support VR and head-tracking systems. Everything has to be earned via practical skills, and reputation will play a very important part in a large empire spanning dozens of star systems.Īny combination of controller input such as joystick, HOTAS, gamepad, etc are supported for character and ship control.
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Players take on various roles and duties within a vast space-faring empire. Star Citizen was announced by Chris Roberts at GDC on the 10th of October, 2012 after he previously spent an extended period working in the film industry. Overview If I was making Wing Commander today, Star Citizen is what I would do.
