star-citizen-economy

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  • Stick and Rudder Extra: Chris Roberts on Star Citizen's persistent world PvE, PvP, and more

    by 
    Jef Reahard
    Jef Reahard
    07.19.2013

    At first glance, Star Citizen is a game about internet spaceships. Extremely high-poly pardon-me-while-I-pick-my-jaw-up-off-the-floor internet spaceships, but internet spaceships nonetheless. If you look deeper, though, you'll see a sim that aims to be just as immersive outside the cockpit as in, thanks in no small part to a diverse set of gameplay options wrapped around a dense player-driven economy. Creator Chris Roberts says this was the plan from the beginning. Actually, it was the plan as far back as 1999, when Roberts first spoke publicly about Freelancer and his grand ideas for a persistent universe title. Fast forward 14 years and Roberts sits in the captain's chair at Cloud Imperium, presiding over a small army of talented gamemakers and a ravenous horde of fans who've made Star Citizen the most successful crowdfunding project in history. Will the finished game live up to lofty expectations? I recently interviewed Roberts in an attempt to find out. Join us after the cut as we talk PvE vs. PvP, the passage of in-game time, and much more.

  • Star Citizen a 'remarkably detailed space combat sim with an equally in-depth economy'

    by 
    Jef Reahard
    Jef Reahard
    07.06.2013

    You're probably aware of the fact that Star Citizen has spaceships. But did you know that space combat is just part of what the game offers? If you didn't know that -- or, heck, even if you did -- check out the latest dev blog on the game's economy, along with the accompanying video featuring Cloud Imperium founder Chris Roberts. "Star Citizen is, at its heart, a vast living world that combines a remarkably detailed space combat simulation with an equally in-depth model of the economy of a star-spanning empire," CI's blog post explains. There's quite a bit of detail about nodes, the role of players and AI, and production chains and resource flow, so settle in with your favorite caffeinated beverage. Elsewhere in the Star Citizen news universe, it was another record crowdfunding week. The $13 million barrier is the latest to fall, and Cloud Imperium will now be able to add frigates as player-flyable ships as well as the Command and Control module on larger ships that allows pilots to coordinate between multiple craft. Stretch goal unlocks for the $14 and $15 million plateaus are viewable via the announcement post. Don't forget the economy video after the break! [Thanks Robyn!]

  • GDC 2013: Chris Roberts expounds on Star Citizen's crafting, economy

    by 
    MJ Guthrie
    MJ Guthrie
    03.30.2013

    This week we have a special GDC edition of Some Assembly Required. I had the opportunity to sit down with Chris Roberts and talk about his highly anticipated space sim sandbox, Star Citizen. We talked lore, the game's PvP/PvE sliders and living universe concepts, guilds, and when players can expect to get in some dogfighting. Roberts also delved deeply into the crafting and economic aspects of the game. If you miss the days of carving out a name for yourself and your wares and/or cornering the market and building an economic empire, you'll definitely want to keep an eye on Star Citizen.