Category: Gameplay

  • Gamplay Suggestions For CIG – Revisited One Year Later

    Gamplay Suggestions For CIG – Revisited One Year Later

    Update March 6th 2025

    There is a community post from CIG where players can list the most game breaking bugs available here.

    Gameplay Suggestions For Star Citizen To CIG Revisited in 2025

    Last year February SCFOCUS org and affiliates contributed to an article suggesting features to CIG. This article goes over those suggestions and we look at what made it into the game and what did not. Please note that we are aware that some of our requested features may not even be planned or may be confirmed internally to not be planned, however, it is still fun to look back.

    Caveat: We are also aware that changes in the game are unrelated to this list. No one believes that someone at CIG read this list and made any changes to the game. This does not stop us from making suggestions and then checking to see how the things we want to see in the game are coming along.

    Read the Original

    Last year’s suggestions can be found here.

    Ship & Vehicle Selling In Game

    This highly requested feature did not make it into the game in the past 12 months. Might we see it soon? Even that is unknown. This remains nowhere on the roadmap or mentioned to our knowledge.

    Secondhand Item and Ship Shops

    A wild request, probably not planned, definitely did not make it into the game in the last 12 months.

    Better Integrated Voice and Text Communications

    I know right? What were we thinking! However, in-game chat is working better and party markers are fixed as of the time of writing this article.

    New Starmap

    We got it but it was just like the old Starmap?

    Working NPC Bunkers

    Significant progress was made on NPC behavior and responsiveness. This feature did need urgent attention and it appears that with server meshing significant improvements in NPCs were made. Bravo.

    Cargo Hauling – Cargo Running

    Kind of the opposite to the suggestion happened. Instead of players being able to make more money without scripted missions the scripted missions are now paying far more than before and you can combine them with commodity trading to make even more. This does indicate a strong preference (priority) to scripted missions continues and is the course heading.

    Resupply / In-game Economy

    With the economy more dynamic and the scripted missions in a more integrated state, the supply / demand and the resulting emergent gameplay seems to be headed in a great direction. The original suggestion stands, that in-game missions should dynamically spawn based on activity. For example, a player crashes his ship and the game would spawn a salvage mission for other players (or eventually another NPC to accept). This already has been in the game for a while for things like Comm Arrays and bounties, but it would be nice to see it fully integrated in all areas.

    Insurance Claim Delivery Cost & Time

    Related to the previous suggestion, claiming ships should require people to bring the ship as per the original ISO pilot spec. This is the type of feature that could be after Star Citizen 1.0.

    Ability to Stack All Items of The Same Kind

    This one seems to be at least partly implemented. General inventory and freight is still being built out so Star Citizen is expected to continue to see positive changes with playability.

    Mass Drop / Throw Away

    The freight elevator that was implemented in the last 12 months enables players to dispose of a lot of stuff (assuming the hangar is not the personal hangar). Again, it is worth mentioning these playability systems are work in progress and it certainly feels so.

    Sell All Button

    This one did not make it. Buying and selling systems still need to be completed.

    Leaving Scanned Objects Highlighted

    Another feature request that did make it during the past 12 months. After scanning, objects now do, stay highlighted for some time. Very helpful indeed!

    Conclusion

    A surprising number of the suggestions appear to have made it into the game in a year. Other suggestions, on the other hand, seem to be as far away as ever. Since the original suggestions the game has evolved significantly and the immediate future contains a lot of plans for playability and bug fixing.

    As the game continues to take shape it is interesting to see how much of the game matches expectations and speculations that players have.

  • Gameplay Suggestions To CIG 2024

    Gameplay Suggestions To CIG 2024

    Gameplay Suggestions For Star Citizen To CIG

    SCFOCUS organization is well aware that CIG are flooded with feature requests from the community. Why not add fuel to the fire? We do not know if anyone at CIG reads any of our content nor do we care. Here is our list of requested features our members would like to see put into the game sooner rather than later. We will revisit progress on these features from time to time. Please note we are aware that some of these features may not even be planned. This list is for our own enjoyment and if CIG do happen to like anything they see on this list and cater to it that is a bonus.

    Urgently Requested Features

    CIG please work on these things with urgency if you are not already:

    Ship & Vehicle Selling In Game

    Selling back vehicles and ships should be a priority for the game at this stage. This will help with fleet inventory management, and also would lay the final foundation for the economy that is still missing. If the economy is based around players buying ships in game what about players being able to sell their ships back (trade in)?

    This is a feature that should have been with us for some time yet remains nowhere in sight.

    Secondhand Item Shops

    ThereĀ  should be in-game shops where players can sell their findings as well as buy items that other players have sold. Actual inventory for items would be a great addition and certainly part of any serious MMORPG contender. Also it would make the universe feel far move alive and lived-in.

    Secondhand Ship Shops

    Players could buy and sell pre-owened ships.

    Better Integrated Voice and Text Communications

    The way that chat works on the screen feels too disjointed compared to the immersive nature of Star Citizen and makes little sense with the AR lore. VOIP, FOIP and chat systems need to be reintegrated with the game to make them more immersive, applicable and usable.

    New Starmap

    An essential improvement that we are sure everyone in the community would like to test as soon as possible. Navigation in Star Citizen continues to be somewhat a painful experience.

    Working NPC Bunkers

    NPC missions on the ground often do not spawn the right amounts of enemies or spawn them in places players have no way to complete the missions. The game revolves around combat and having working combat at this stage seems like it should be a requirement including PVE.

    Cargo Hauling – Cargo Running

    Scripted missions should not be the main way to make money. They should offer some hand-holding, adventure and discovery but having scripted missions as the primary way to make money means that players generally stop doing organic cargo hauling. Which, frankly and sadly should be the heart of the MMO part of the game. It would be nice for scripted money making to take a back seat to organic grinding (mining, hauling, salvage, etc…).

    Resupply / In-game Economy

    Would be nice if the salvage, cleanup, delivery and other missions actually were connected to what is happening in the game.

    Insurance Claim Delivery Cost & Time

    Adding ship delivery to the insurance system along with the ship delivery profession (ISO pilots).

    Ability to Stack All Items of The Same Kind

    Stackable consumables in inventory need to be able to be stacked for inventory management reasons.

    Mass Drop / Throw Away

    Some type of disposal system where multiple items can be disposed of easily.

    Sell All Button

    An easy way to sell in bulk items that have been hoarded. A highlight to select (shift click) to sell those items. A select all button.

    Leaving Scanned Objects Highlighted

    After scanning, an item within visible distance should stay highlighted.

    Bonus Suggestion

    Marketing Email Spam

    While not gameplay related, this issue is bugging some of the community: Too much marketing or misleading adverts. The overall “feel” seems to be that there are too many email ads to existing backers about the game. Overall, increasing ad spam for sales seems to be cheapening the game somewhat.

    Striking a balance between too much advertising and none at all is clearly a difficult task but at the time this is a complaint more than a request and somewhat off topic.

  • Star Citizen Agent Smithing – Remotely Operated NPCs

    Star Citizen Agent Smithing – Remotely Operated NPCs

    Agent Smithing in Star Citizen – Remote Controlled NPCs

    Being able to control your friend’s hired Non Player Character (NPC) is something that has been talked about in Star Citizen. The game does not allow fast travel – the ability for players to instantly travel across the game near instantly. To allow players to meet up during short play sessions, Chris Roberts has mentioned that it could be possible to take over another player controlled NPC for the duration of the gaming session. The original player’s character would remain unaffected while the agent-smithed NPC will progress during the time it is under control.

    Minute 10:00 of this video interview with MyRadar it is mentioned that players will be able to assume the role of the NPC character so they can play with friends who may otherwise be far across the galaxy.

    In Reverse The Verse – A Wild Vulture Appears! it was again confirmed that being able drop in and out of your friend’s NPCs is something that is planned for after the main features of the game are in.

    Agent Smithing in Star Citizen – Remote Controlled NPCs

    Minute 10:00 of this video interview with MyRadar it is mentioned that players will be able to assume the role of the NPC character so they can play with friends who may otherwise be far across the galaxy.

    In Reverse The Verse – A Wild Vulture Appears! it was again confirmed that being able drop in and out of your friend’s NPCs is something that is planned for after the main features of the game are in.

    Aims of the “Agent Smithing” system

    • Allows players to play together quickly in a universe where fast travel is not possible
    • Player characters are not affected while the player has dropped into a friend’s NPC crew member
    • While in control of the NPC the player does not have access to his original characters inventory or funds
    • Any progress, items or money made with the NPC will stay with the NPC
    • The drop in drop out (aka “Agent Smithing”) system will be scheduled after the main gameplay features are in and is not coming soon

     

    Agent Smithing Questions and Answers

    We have compiled some common questions people may have about the “Agent Smith” or NPC drop in – drop out system. These questions and answers are created by SCFocus Organization to 1) Keep track for our own strategic reasons (there’s a lot of Star Citizen information to remember all of it) and 2) for readers who may want to find a comprehensive overview of this feature.

    Why Does Star Citizen Need Players to “Agent Smith” NCPs?

    Star Citizen takes place inside the Milky Way galaxy and possibly beyond. It will not be possible for players to change locations quickly by teleporting or other “fast travel” systems. The goal is for players to have to travel the universe and have the location matter.

    This means that players who want to meet up with their friends will have to travel in the universe and meet at the locations to play together. Since players could be located hours or perhaps days of travel between each other, the drop in drop out (also known as Agent Smithing) system has been suggested. This would allow players who are located far from each other to still play together quickly.

    When will Agent Smithing be released?

    Agent Smithing overrides many of the gameplay features that have not been created yet. This means that it should make it into the testable game at some point significantly after NPCs are able to crew with players.