{"data":{"id":14318,"title":"Healing Your Spacemen","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/14318-Healing-Your-Spacemen","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14318","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14318","channel":"Undefined","category":"Undefined","series":"Design Post","images":[{"id":2617,"name":"Sequence-01Still015.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/r5gowdf3n4m2vr\/source\/Sequence-01Still015.png","alt":"","size":2107037,"mime_type":"image\/png","last_modified":"2014-11-21T02:02:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2617","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2617\/similar"},{"id":2618,"name":"Damage-Screenshots.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/gjtrj17hpqme4r\/source\/Damage-Screenshots.jpg","alt":"Debug mode shows how the game tracks limb damage.","size":3428662,"mime_type":"image\/jpeg","last_modified":"2014-11-21T01:45:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2618","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2618\/similar"},{"id":2619,"name":"Health.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/cucoj6m8haoy3r\/source\/Health.jpg","alt":"","size":292779,"mime_type":"image\/jpeg","last_modified":"2014-11-21T01:49:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2619","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2619\/similar"},{"id":2620,"name":"RightArmDamage.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ckixzqt1usqmir\/source\/RightArmDamage.jpg","alt":"","size":714962,"mime_type":"image\/jpeg","last_modified":"2014-11-21T01:49:36+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2620","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2620\/similar"},{"id":2621,"name":"Personal_Med_Kit.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1dtpxxzealn93r\/source\/Personal_Med_Kit.png","alt":"DYNAPAK Personal MedKit","size":471047,"mime_type":"image\/png","last_modified":"2014-11-21T01:44:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2621","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2621\/similar"}],"images_count":6,"translations":{"en_EN":"Greetings Citizens,\nEarly in Star Citizen\u2019s development, we laid out Chris Roberts\u2019 vision for a new, more interesting system of character death. You can read all about it in Death of a Spaceman, but the gist is that our game aims to treat dying very seriously. To make Star Citizen\u2019s world immersive and engaging, we crafted a high level design for a system that attempts to treat player death as more than just a \u2018respawn and then continue playing\u2019 moment. It\u2019s possible to survive the destruction of your ship, to survive your battle wounds\u2026 but it\u2019s also possible to lose your character permanently.\n\nUntil recently, Star Citizen\u2019s death mechanic was a broad concept. Something we intended to put into play when the persistent universe launches, not something we needed to engineer for the Hangar Module or Arena Commander. With the upcoming First Person Shooter module, that changes significantly. A key portion of any FPS is the health system, which connects directly back to player death. Think back to classic FPS\u2019 you have played. There have been countless iterations on player health and death, from picking up med kits in Wolfenstein to passing periodic regeneration chambers in Bioshock to the \u2018rest and heal\u2019 mechanic in the Call of Duty series. The challenge for the team at Illfonic became: how do we express Chris\u2019 goals regarding player death through the FPS health system? The balancing act between realism and fun is important but what is more important is staying true to the vision. We want every firefight to matter and we want the player to feel both a sense of triumph in victory and the consequences of defeat.\n\nIn the end, the team decided to run counter to the standard FPS mechanics of regenerating health and instantly respawning on death to make every fight a calculated decision that can have ramifications that impact your character and place in the \u2018Verse. What follows are the FPS health mechanics as we have implemented them; like much of Star Citizen, we\u2019re excited to break from the norm and try something we believe to be extraordinary!\n\nCharacter Health\nFor health, we have devised a limb-based system with varying degrees of severity, permanence and reaction that we feel makes FPS combat more tactical and interesting.\n\nKeeping in the spirit of total immersion, limb damage is a serious issue in FPS combat. All parts of the body have their own health. What this means is that there is no \u201coverall health\u201d; instead, ten different parts of the body (called limbs, detailed below) track their own data and impact the total for each Citizen. The amount of damage an individual limb suffers can be modified by other factors, such as armor and even environment. For instance, having armor on a particular limb will reduce the damage effect. There are 4 levels of health to each limb, each of which impacts how your character controls (what they are capable of, their response time and so on.) These are:\n\nNormal \u2013 You are fit and ready to fight!\n\nHurt \u2013 Hurt limbs can cause problems with aiming, walking, or other functions that would require that limb. Limbs can get hurt from being too close to an electric spark, flame, outer explosion, or being hit with objects in the environment. Light Armored players can quickly be hurt.\n\nDamaged \u2013 Damaged limbs are useless and the player cannot use them unless they get them patched up in the field or taken to a mobile trauma system (see: Healing). This is the state right after the hurt phase, where the pain is so severe to the player, that no matter what limb is damaged, they will have a hard time being mobile. If one of their legs are damaged, they fall to the ground and crawl.\n\nRuined \u2013 Limbs in this phase are essentially gone. The player will most likely bleed out at this state. This is usually something as bad as your arm being blown off. If the ruined limb is an arm then you will not be able to aim any weapons that require it. For example two handed weapons require both arms to be outside the Ruined state. Screen effects are also present to simulate the pain the player is enduring in this state. If the player is able to be healed by a player with medical equipment, the limb is completely gone and cannot be used, but the player can at least move around and continue the fight (if they have their legs, that is!)\n\nLimbs\nIn the current system, there are 10 Limbs that can receive isolated damage.\n\nHead\n\nTorso\n\nRight Upper Arm\n\nRight Lower Arm\n\nLeft Upper Arm\n\nLeft Lower Arm\n\nRight Upper Leg\n\nRight Lower Leg\n\nLeft Upper Leg\n\nLeft Lower Leg\n\nLimb damage is measured as a percentage, with Normal being a limb at 90% or greater, Hurt is between 90% and 50%, Damaged is 50% to 1% and Ruined is 0%. Limbs will transition between the three states of damage based on the amount of health the limb has remaining. Modifiers, such as armor or atmosphere, also impact the base health numbers.\n\nIdentifying Limb Damage\nThere are many ways limb damage can be identified. These are just a few.\n\nVisual \u2013 Damage to limbs will normally be observable by players; taking a hit will call out a damage state in much the same way as our ships.\n\nHelmet HUD \/ mobiGlas \u2013 When a Limb changes state, an icon of the limb flashes on the screen to its current state. This is only available if you have a biometric suit attachment for your mobiGlas or your armor suit has biometric monitoring.\n\nGadget \u2013 Some gadgets will allow players to track their limb damage state, including medical devices or other HUD devices.\n\nIf you are not wearing the appropriate gear, you may not have a fancy status indicator keeping your character up to date with you\u2019re the state of your health. It will be critical for you to pay attention to other signs such as shortness of breath, limping, loss of limbs, tunnel vision and other signs. If your character is bleeding out, you will fall limp, in such agony that you are unable to move. If you are wearing the appropriate gear, you might be able to track your characters status better.\n\nThese charts represent an example of how you may see your characters overall health status. Each state is more violent and color coded for easy recognition.\n\nWhile you can track limb damage visually, you won\u2019t have the specific medical information available from a dedicated scanner\u2026 but when you take a hit to your body in Star Citizen, you\u2019re going to be able to see it! (And so will everyone else.)\n\nHealing\nFor our equivalent of respawn (when permadeath is avoided) we wanted a system that makes players want to avoid dying: no simple reappearing a few meters from your body!\n\nThe concept is simple. In the world of Star Citizen it\u2019s pretty hard to instantly kill a player, instead he\u2019s likely to take heavy limb damage, incapacitating him until a friendly player manages to drag him to safety and apply some medical aid. If a player has his critical limb damage healed up to at least a Hurt level then he can get back up and re-enter combat. Of course if no one comes to the aid of a downed comrade and the opposing side gets there first they have the choice to make sure their enemy is out of action\u2026 Or they could be more humane and capture the wounded combatant!\n\nIt\u2019s important to mention again, that with this system we\u2019re avoid the current trend of hiding behind cover for blood to clear off your screen and jumping back in the fight ready for more. Aside from the realism aspect, we are really excited at the prospect that this could promote much more teamwork between your allies, since you would be much more reliant on their help if you suffer a Damaged wound as well as promoting much a more calculated approach to tactics, being careful not to spread your forces too thin.\n\nThere are also only so much healing one body can take, each time a temporary battlefield med device is used the ability to repair that limb becomes less and less. After a point, there is nothing more than can be done other than taking the fallen comrade to a proper hospital to be fully healed, or risk him dying from his wounds.\n\nThis diagram focuses on the lower right arm and it\u2019s various states:\n\nPlayer Dragging\nIf you or your teammate are unable to move (limbs are ruined or close to) a teammate can help by dragging that person out of the battle or to a medical pod. This is a context sensitive action that will drag players based on grabbing them at the shoulders. While being dragged, a player will lose his input abilities. The one exception would be if your legs are ruined but you are not bleeding out, in this case you would still have control over aiming while being dragged.\n\nA player being dragged can exit being dragged with a counter-context sensitive action in case they don\u2019t want to be moved. After the player being dragged aborts the drag, there is a short cool down before they can be dragged again.\n\nMovement\nThere are four ways players can be dragged:\n\nLaying on their back, being dragged by their shoulders\n\nLaying on their back, being dragged by their feet\n\nLaying on their stomach, being dragged by their shoulders\n\nLaying on their stomach, being dragged by their feet\n\nThe player doing the dragging uses both hands to pull the wounded player.\n\nMedical Devices\nThere will two types of ways for players to be healed through field tech and intensive systems that can only be provided by medbays or medstations. In short, if you are in a combat area, you cannot be healed to your full capacity. When seriously injured, you must take your character through the process of proper recovery.\n\nField tech are gadgets that can be carried by players or NPC\u2019s that are capable of providing temporary healing for a variety of wounds. They will nullify pain, stop bleeding, restore vital systems and calm body systems to states where the person can function again. Gadget aids cannot rebuild tissue, but can provide enough white blood cell replacements to heal up small wounds at an extremely fast pace.\n\nOne such example is the DYNAPAK from CureLife which is a complete multi-function individual first-aid system designed and constructed for the rigors of field use. With CureLife\u2019s proprietary serum, a single DYNAPAK will promote healing in non-serious wounds to get you back on your feet.\n\nIntensive systems are medical services that can only be found in medbays and hospitals. Capable of handling much more serious wounds, they are full-size medical immersion chambers, outfitted with technology to rebuild tissue, replace blood and perform other operations through advanced 3d printing technology. There are even new systems such as the Calliope that are capable of completely reconstructing a person\u2019s appearance.\n\nYour players overall health status is essentially the state of all of your limbs combined. As each limb goes through their various stages, your overall health status can quickly change. Your health status does not change linearly, as it can quickly become fatal at an exponential rate. For instance if it is your Head there\u2019s not much a med device can do for you!\n\nBleed Out\nBleeding out is your character\u2019s enemy. If you are bleeding out, you are probably done for. But there is still hope! Paying attention to your health status is critical.\n\nIf a player takes a lot of damage to a limb in one blow, the damage doesn\u2019t affect the player\u2019s total Health Status right away. Instead a portion of the damage to the limb eats away at your Health Status over time. This is to simulate the idea that you don\u2019t die in a single blast, you \u2018bleed out\u2019 over time. Upon taking this type of damage, the player will then begin to bleed out at a set rate, giving them a limited amount of time to live unless they get to a medstation or a friendly player uses a med device on them. If the player takes more massive amounts of damage to a specific limb in one blow, it follows a similar formula but at much larger scale. It is important to note that in a heavy Bleed Out state the player will have no ability to aim a weapon as the pain is just too severe.\n\nBring in the Starships\nWhat is Star Citizen without ships? As you know, the FPS module is being designed to support the existing focus on starship combat rather than to replace it. So how do the two mechanics complement each other? The answer is that there is a significant amount of strategy involved!\n\nStar Citizen\u2019s spaceflight will include a robust \u2018rescue\u2019 system. Search and rescue missions are one of our major \u2018umbrella\u2019 mission types: players will be called upon to rescue both NPCs and players who find themselves shot down or otherwise stranded in space. Using the same systems outlined above, players can suffer injuries during space combat\u2026 and there\u2019s no more likely place for this to occur than during ejection\/ship destruction.\n\nImagine following a distress beacon to a downed pilot floating in space. You put on your EVA outfit, vent your atmosphere and exit your ship to rescue them. Pulling the player aboard, you find they\u2019ve taken a laser blast to the arm, or a mass driver to the chest. Here, the FPS healing mechanic again takes place and you must stabilize them for the trip to a hospital facility.\n\nUnless you are carrying that hospital facility with you! A number of Star Citizen ships have already been revealed to have medical bays onboard or as options and more are in the works. There\u2019s even a large dedicated hospital ship in the fourth wave of ship designs, which will allow even more player recovery (and which will possibly even act as a mobile respawn spot for not-quite-permadead Citizens.)\n\nCarrying a medical bay is a strategic expense: you lose cargo space and energy to support the facilities\u2026 but if you\u2019re interested in recovering other pilots and getting them back into action quickly, it\u2019s the way to go! We expect a great deal of emergent gameplay here: pirate groups conducting raids may have a \u2018healer\u2019 Cutlass Red (or similarly outfitted ship) accompanying them to make sure that individual team members can get back to the fight quickly and effectively.\n\nGoing Forward\nWhile it seems complicated (at the very least different) we feel strongly that the system we have created best first Star Citizen and Chris\u2019 vision for the universe. As we said at the beginning we want every combat scenario to matter. It is important to note however that a skilled player will be able to thrive in our combat system and use the way health works to their advantage.\n\nThe FPS combat in Star Citizen is another important step in the evolution of the game. We think our health system is fresh and while it may force the user to play a little differently than they are used to, the experience and pure fun it allows is something special. It may take a while to wrap your head around how the health system works but we guarantee you have never seen anything like it. We wanted to create a smart and special system for a smart and special game.\n\nEND TRANSMISSION\n\nDISCLAIMER: As with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience. Note also that while this system is being developed now, aspects of it relating to permadeath or long term character impact will not be available in the near term FPS module.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nSchon fr\u00fch in der Entwicklung von Star Citizen haben wir Chris Roberts' Vision f\u00fcr ein neues, interessanteres System des Charaktersterbens entworfen. Du kannst alles dar\u00fcber in Death of a Spaceman lesen, aber das Wesentliche ist, dass unser Spiel darauf abzielt, das Sterben sehr ernst zu nehmen. Um die Welt von Star Citizen immersiv und fesselnd zu gestalten, haben wir ein hochkar\u00e4tiges Design f\u00fcr ein System entwickelt, das versucht, den Tod von Spielern nicht nur als einen \"Wiederbelebungs-Moment\" zu behandeln und dann weiterzuspielen. Es ist m\u00f6glich, die Zerst\u00f6rung deines Schiffes zu \u00fcberleben, deine Kampfwunden zu \u00fcberleben.... aber es ist auch m\u00f6glich, deinen Charakter dauerhaft zu verlieren.\n\nBis vor kurzem war der Todesmechanismus von Star Citizen ein weit gefasstes Konzept. Etwas, das wir mit dem Start des hartn\u00e4ckigen Universums ins Spiel bringen wollten, nicht etwas, das wir f\u00fcr das Hangarmodul oder den Arena Commander entwickeln mussten. Mit dem kommenden First Person Shooter Modul \u00e4ndert sich das erheblich. Ein wichtiger Teil eines jeden FPS ist das Gesundheitssystem, das direkt mit dem Tod des Spielers verbunden ist. Denken Sie zur\u00fcck an die klassischen FPS', die Sie gespielt haben. Es gab unz\u00e4hlige Iterationen \u00fcber Gesundheit und Tod der Spieler, von der Abholung von Medikamenten-Kits in Wolfenstein \u00fcber die Durchlaufen von periodischen Regenerationskammern in Bioshock bis hin zum Mechaniker f\u00fcr Ruhe und Heilung in der Call of Duty-Serie. Die Herausforderung f\u00fcr das Team von Illfonic lautete: Wie formulieren wir Chris' Ziele bez\u00fcglich des Spielertodes durch das Gesundheitssystem der FPS? Der Spagat zwischen Realismus und Spa\u00df ist wichtig, aber was wichtiger ist, ist, der Vision treu zu bleiben. Wir wollen, dass jede Feuerwehr von Bedeutung ist, und wir wollen, dass der Spieler sowohl ein Gef\u00fchl des Triumphs im Sieg als auch die Folgen der Niederlage versp\u00fcrt.\n\nAm Ende entschied sich das Team, gegen die Standard-FPS-Mechanik der Regeneration der Gesundheit und des sofortigen Wiederauftauchens nach dem Tod zu k\u00e4mpfen, um jeden Kampf zu einer berechneten Entscheidung zu machen, die Auswirkungen haben kann, die sich auf Ihren Charakter und Ihren Platz in der Strophe auswirken. Was folgt, sind die FPS-Gesundheitsmechaniken, wie wir sie implementiert haben; wie viele andere von Star Citizen freuen wir uns darauf, von der Norm abzuweichen und etwas auszuprobieren, was wir f\u00fcr au\u00dfergew\u00f6hnlich halten!\n\nGesundheit des Charakters\nF\u00fcr die Gesundheit haben wir ein auf Gliedma\u00dfen basierendes System mit unterschiedlichem Schweregrad, Dauerhaftigkeit und Reaktion entwickelt, das unserer Meinung nach den FPS-Kampf taktischer und interessanter macht.\n\nIm Geiste des totalen Eintauchens ist der Schaden an den Gliedma\u00dfen ein ernsthaftes Problem im FPS-Kampf. Alle K\u00f6rperteile haben ihre eigene Gesundheit. Das bedeutet, dass es keine \"allgemeine Gesundheit\" gibt, sondern dass zehn verschiedene K\u00f6rperteile (im Folgenden Gliedma\u00dfen genannt, detailliert) ihre eigenen Daten verfolgen und die Gesamtzahl f\u00fcr jeden B\u00fcrger beeinflussen. Die H\u00f6he des Schadens, den ein einzelnes Glied erleidet, kann durch andere Faktoren wie R\u00fcstung und sogar Umwelt beeinflusst werden. Zum Beispiel, wenn man eine R\u00fcstung an einem bestimmten Glied hat, wird der Schadenseffekt reduziert. Es gibt 4 Ebenen der Gesundheit f\u00fcr jedes Glied, von denen jede Einfluss darauf hat, wie dein Charakter kontrolliert (wozu er in der Lage ist, wie lange er antwortet und so weiter.) Diese sind es:\n\nNormal - Du bist fit und kampfbereit! Verletzung - Verletzte Gliedma\u00dfen k\u00f6nnen Probleme mit dem Zielen, Gehen oder anderen Funktionen verursachen, die dieses Glied erfordern w\u00fcrden. Gliedma\u00dfen k\u00f6nnen verletzt werden, wenn sie zu nahe an einem elektrischen Funken, einer Flamme, einer \u00e4u\u00dferen Explosion oder von Gegenst\u00e4nden in der Umgebung getroffen werden. Leichte gepanzerte Spieler k\u00f6nnen schnell verletzt werden. Besch\u00e4digt - Besch\u00e4digte Gliedma\u00dfen sind nutzlos und der Spieler kann sie nicht benutzen, es sei denn, er l\u00e4sst sie auf dem Feld zusammenflicken oder zu einem mobilen Traumasystem bringen (siehe: Heilung). Dies ist der Zustand direkt nach der Verletzungsphase, in dem der Schmerz f\u00fcr den Spieler so stark ist, dass es ihm schwer f\u00e4llt, mobil zu sein, egal welches Glied besch\u00e4digt ist. Wenn eines ihrer Beine besch\u00e4digt ist, fallen sie auf den Boden und kriechen. Ruiniert - Die Gliedma\u00dfen in dieser Phase sind im Wesentlichen verschwunden. Der Spieler wird h\u00f6chstwahrscheinlich in diesem Zustand ausbluten. Dies ist in der Regel etwas so Schlimmes, wie wenn dein Arm weggeblasen wird. Wenn das ruinierte Glied ein Arm ist, dann kannst du keine Waffen zielen, die es erfordern. Zum Beispiel erfordern Zweihandwaffen, dass sich beide Arme au\u00dferhalb des zerst\u00f6rten Staates befinden. Es sind auch Bildschirmeffekte vorhanden, um den Schmerz zu simulieren, den der Spieler in diesem Zustand erleidet. Wenn der Spieler von einem Spieler mit medizinischer Ausr\u00fcstung geheilt werden kann, ist das Glied komplett verschwunden und kann nicht mehr verwendet werden, aber der Spieler kann sich zumindest bewegen und den Kampf fortsetzen (wenn er seine Beine hat, das hei\u00dft!) Gliedma\u00dfen\nIm aktuellen System gibt es 10 Gliedma\u00dfen, die isoliert Schaden nehmen k\u00f6nnen.\n\nKopf Torso Rechter Oberarm Rechter Unterarm Linker Oberarm Linker Unterarm Rechter Oberarm Rechter Unterarm Linker Unterarm Linker Oberarm Linker Unterarm Extremit\u00e4tenschaden wird in Prozent gemessen, wobei Normal ein Glied bei 90% oder mehr ist, Verletzung liegt zwischen 90% und 50%, Besch\u00e4digt ist 50% bis 1% und Ruiniert ist 0%. Gliedma\u00dfen werden zwischen den drei Schadenszust\u00e4nden \u00fcbergehen, basierend auf dem Grad der Gesundheit, den das Glied noch hat. Modifikatoren, wie R\u00fcstungen oder Atmosph\u00e4ren, beeinflussen auch die Basisgesundheitszahlen.\n\nIdentifizierung von Gliedersch\u00e4den\nEs gibt viele M\u00f6glichkeiten, Gliedersch\u00e4den zu erkennen. Das sind nur einige wenige.\n\nVisuell - Sch\u00e4den an den Gliedma\u00dfen werden normalerweise von den Spielern beobachtet; ein Treffer ruft einen Schadenszustand hervor, \u00e4hnlich wie unsere Schiffe. Helm HUD \/ mobiGlas - Wenn ein Glied den Zustand wechselt, blinkt ein Symbol des Gliedes auf dem Bildschirm in den aktuellen Zustand. Dies ist nur m\u00f6glich, wenn Sie einen biometrischen Anzugaufsatz f\u00fcr Ihr mobiGlas haben oder Ihr R\u00fcstungsanzug eine biometrische \u00dcberwachung hat. Gadget - Einige Gadgets erm\u00f6glichen es Spielern, den Zustand ihrer Gliedma\u00dfen zu verfolgen, einschlie\u00dflich medizinischer Ger\u00e4te oder anderer HUD-Ger\u00e4te. Wenn du nicht die richtige Ausr\u00fcstung tr\u00e4gst, hast du vielleicht keine ausgefallene Statusanzeige, die deinen Charakter auf dem Laufenden h\u00e4lt, was den Zustand deiner Gesundheit betrifft. Es wird f\u00fcr Sie von entscheidender Bedeutung sein, auf andere Anzeichen wie Kurzatmigkeit, Hinken, Verlust von Gliedma\u00dfen, Tunnelblick und andere Anzeichen zu achten. Wenn dein Charakter verblutet ist, wirst du schlaff, in solcher Qual, dass du dich nicht bewegen kannst. Wenn du die entsprechende Ausr\u00fcstung tr\u00e4gst, kannst du vielleicht den Status deiner Charaktere besser verfolgen.\n\nDiese Diagramme stellen ein Beispiel daf\u00fcr dar, wie du den Gesamtzustand deiner Charaktere sehen kannst. Jeder Zustand ist gewaltt\u00e4tiger und farblich gekennzeichnet, um eine einfache Erkennung zu erm\u00f6glichen.\n\nW\u00e4hrend Sie Gliedersch\u00e4den visuell verfolgen k\u00f6nnen, haben Sie nicht die spezifischen medizinischen Informationen von einem speziellen Scanner zur Verf\u00fcgung.... aber wenn Sie in Star Citizen einen Treffer in Ihren K\u00f6rper bekommen, werden Sie ihn sehen k\u00f6nnen! (Und alle anderen auch.)\n\nHeilung\nF\u00fcr unser \u00c4quivalent zum Wiederbeleben (wenn Permadeath vermieden wird) wollten wir ein System, das Spieler dazu bringt, das Sterben zu vermeiden: kein einfaches Wiederauftauchen ein paar Meter von Ihrem K\u00f6rper entfernt!\n\nDas Konzept ist einfach. In der Welt von Star Citizen ist es ziemlich schwierig, einen Spieler sofort zu t\u00f6ten, stattdessen wird er wahrscheinlich schwere Gliedersch\u00e4den erleiden und ihn unf\u00e4hig machen, bis ein befreundeter Spieler es schafft, ihn in Sicherheit zu bringen und etwas medizinische Hilfe zu leisten. Wenn ein Spieler seinen kritischen Gliederschaden bis zu mindestens einem Verletzungslevel geheilt hat, kann er wieder aufstehen und wieder in den Kampf eintreten. Nat\u00fcrlich, wenn niemand einem niedergeschlagenen Kameraden zu Hilfe kommt und die gegnerische Seite zuerst dort ankommt, haben sie die Wahl, ob sie sicherstellen wollen, dass ihr Feind au\u00dfer Gefecht ist... Oder sie k\u00f6nnten humaner sein und den verwundeten K\u00e4mpfer gefangen nehmen!\n\nEs ist wichtig, noch einmal zu erw\u00e4hnen, dass wir mit diesem System den aktuellen Trend vermeiden, uns hinter einer Abdeckung f\u00fcr Blut zu verstecken, um Ihren Bildschirm freizulegen, und zur\u00fcck in den Kampf zu springen, bereit f\u00fcr mehr. Abgesehen vom Realit\u00e4tsaspekt sind wir sehr erfreut \u00fcber die Aussicht, dass dies eine viel gr\u00f6\u00dfere Teamarbeit zwischen Ihren Verb\u00fcndeten f\u00f6rdern k\u00f6nnte, da Sie viel mehr auf deren Hilfe angewiesen w\u00e4ren, wenn Sie eine besch\u00e4digte Wunde erleiden, sowie auf einen viel kalkulierteren Ansatz f\u00fcr Taktiken, wobei Sie darauf achten sollten, Ihre Kr\u00e4fte nicht zu d\u00fcnn zu verteilen.\n\nEs gibt auch nur so viel Heilung, wie ein K\u00f6rper einnehmen kann, jedes Mal, wenn ein tempor\u00e4res Schlachtfeld-Medikament verwendet wird, wird die F\u00e4higkeit, dieses Glied zu reparieren, immer weniger. Nach einem Punkt gibt es nichts anderes, als den gefallenen Kameraden in ein richtiges Krankenhaus zu bringen, um ihn vollst\u00e4ndig zu heilen, oder zu riskieren, dass er an seinen Wunden stirbt.\n\nDieses Diagramm konzentriert sich auf den unteren rechten Arm und seine verschiedenen Zust\u00e4nde:\n\nZiehen des Spielers\nWenn Sie oder Ihr Teamkollege nicht in der Lage sind, sich zu bewegen (Gliedma\u00dfen sind ruiniert oder in der N\u00e4he), kann ein Teamkollege helfen, indem er diese Person aus dem Kampf oder zu einer medizinischen Kapsel zieht. Dies ist eine kontextsensitive Aktion, die die Spieler dazu bringt, sie an die Schultern zu ziehen. W\u00e4hrend des Ziehens verliert ein Spieler seine Eingabef\u00e4higkeiten. Die eine Ausnahme w\u00e4re, wenn deine Beine ruiniert w\u00e4ren, aber du blutest nicht aus, in diesem Fall h\u00e4ttest du immer noch die Kontrolle \u00fcber das Zielen, w\u00e4hrend du gezogen wirst.\n\nEin Spieler, der gezogen wird, kann das Ziehen mit einer kontextsensitiven Aktion beenden, falls er nicht bewegt werden m\u00f6chte. Nachdem der gezogene Spieler den Zug abgebrochen hat, gibt es eine kurze Abk\u00fchlung, bevor er wieder gezogen werden kann.\n\nBewegung\nEs gibt vier M\u00f6glichkeiten, wie Spieler gezogen werden k\u00f6nnen:\n\nAuf dem R\u00fccken liegend, von den Schultern gezogen, auf dem R\u00fccken liegend, von den F\u00fc\u00dfen gezogen, auf dem Bauch liegend, von den Schultern gezogen, auf dem Bauch liegend, von den F\u00fc\u00dfen gezogen Der Spieler, der das Ziehen macht, benutzt beide H\u00e4nde, um den verwundeten Spieler zu ziehen.\n\nMedizinprodukte\nEs gibt zwei Arten von M\u00f6glichkeiten f\u00fcr die Heilung von Spielern durch Feldtechnik und intensive Systeme, die nur von Medbays oder Medstationen bereitgestellt werden k\u00f6nnen. Kurz gesagt, wenn du dich in einem Kampfgebiet befindest, kannst du nicht bis zu deiner vollen Leistungsf\u00e4higkeit geheilt werden. Wenn du schwer verletzt bist, musst du deinen Charakter durch den Prozess der richtigen Genesung f\u00fchren.\n\nFeldtechnik sind Ger\u00e4te, die von Spielern oder NSCs getragen werden k\u00f6nnen, die in der Lage sind, eine vor\u00fcbergehende Heilung f\u00fcr eine Vielzahl von Wunden zu gew\u00e4hrleisten. Sie werden Schmerzen beseitigen, Blutungen stoppen, Vital-Systeme und ruhige K\u00f6rpersysteme wiederherstellen, um Zust\u00e4nde zu erreichen, in denen die Person wieder funktionieren kann. Gadget-Hilfen k\u00f6nnen kein Gewebe wiederherstellen, k\u00f6nnen aber gen\u00fcgend Ersatz f\u00fcr wei\u00dfe Blutk\u00f6rperchen liefern, um kleine Wunden in einem extrem schnellen Tempo zu heilen.\n\nEin solches Beispiel ist der DYNAPAK von CureLife, ein komplettes multifunktionales, individuelles Erste-Hilfe-System, das f\u00fcr die Anforderungen des Feldeinsatzes konzipiert und gebaut wurde. Mit dem patentierten Serum von CureLife f\u00f6rdert ein einziges DYNAPAK die Heilung von nicht schweren Wunden, um Sie wieder auf die Beine zu bringen.\n\nIntensivsysteme sind medizinische Leistungen, die nur in Arztpraxen und Krankenh\u00e4usern zu finden sind. Sie sind in der Lage, viel schwerwiegendere Wunden zu behandeln, sie sind medizinische Tauchkammern in Originalgr\u00f6\u00dfe, ausgestattet mit Technologien zum Wiederaufbau von Gewebe, zum Ersetzen von Blut und zur Durchf\u00fchrung anderer Operationen durch fortschrittliche 3D-Drucktechnologie. Es gibt sogar neue Systeme wie das Kalliope, die in der Lage sind, das Aussehen einer Person vollst\u00e4ndig zu rekonstruieren.\n\nDer allgemeine Gesundheitsstatus deiner Spieler ist im Wesentlichen der Zustand aller deiner Gliedma\u00dfen zusammen. W\u00e4hrend jedes Glied seine verschiedenen Phasen durchl\u00e4uft, kann sich Ihr allgemeiner Gesundheitszustand schnell \u00e4ndern. Ihr Gesundheitszustand \u00e4ndert sich nicht linear, da er schnell mit einer exponentiellen Rate t\u00f6dlich enden kann. Zum Beispiel, wenn es dein Kopf ist, gibt es nicht viel, was ein Medizinprodukt f\u00fcr dich tun kann!\n\nAusbluten\nAusbluten ist der Feind deiner Figur. Wenn du ausblutest, bist du wahrscheinlich erledigt. Aber es gibt noch Hoffnung! Die Aufmerksamkeit auf Ihren Gesundheitszustand zu richten, ist entscheidend.\n\nWenn ein Spieler mit einem Schlag viel Schaden an einem Glied erleidet, hat der Schaden keinen unmittelbaren Einfluss auf den gesamten Gesundheitsstatus des Spielers. Stattdessen frisst ein Teil der Sch\u00e4den an der Extremit\u00e4t mit der Zeit Ihren Gesundheitszustand auf. Dies ist, um die Idee zu simulieren, dass man nicht in einer einzigen Explosion stirbt, sondern im Laufe der Zeit ausbluten l\u00e4sst. Nach der Einnahme dieser Art von Schaden beginnt der Spieler dann mit einer bestimmten Rate zu bluten und gibt ihm eine begrenzte Zeit zum Leben, es sei denn, er kommt zu einer Med-Station oder ein befreundeter Spieler benutzt ein medizinisches Ger\u00e4t an ihm. Wenn der Spieler mit einem Schlag mehr Schaden an einem bestimmten Glied erleidet, folgt er einer \u00e4hnlichen Formel, allerdings in viel gr\u00f6\u00dferem Ma\u00dfstab. Es ist wichtig zu beachten, dass der Spieler in einem schweren Ausblutungszustand keine F\u00e4higkeit hat, eine Waffe zu zielen, da der Schmerz einfach zu stark ist.\n\nBringen Sie die Raumschiffe herein.\nWas ist Star Citizen ohne Schiffe? Wie Sie wissen, ist das FPS-Modul so konzipiert, dass es den bestehenden Fokus auf den Raumschiffkampf unterst\u00fctzt und nicht ersetzt. Wie erg\u00e4nzen sich also die beiden Mechaniken? Die Antwort ist, dass es eine betr\u00e4chtliche Menge an Strategie gibt!\n\nDie Raumfahrt von Star Citizen wird ein robustes Rettungssystem beinhalten. Such- und Rettungsmissionen sind eine unserer wichtigsten \"Dachmissionen\": Spieler werden aufgerufen, sowohl NSCs als auch Spieler zu retten, die abgeschossen oder anderweitig im Weltraum gestrandet werden. Mit den gleichen oben beschriebenen Systemen k\u00f6nnen Spieler w\u00e4hrend des Weltraumkampfes Verletzungen erleiden.... und es gibt keinen wahrscheinlicheren Ort daf\u00fcr als bei der Auswurf\/Schiffszerst\u00f6rung.\n\nStellen Sie sich vor, Sie folgen einem Notsignal zu einem abgeschossenen Piloten, der im Raum schwebt. Sie ziehen Ihr EVA-Outfit an, entl\u00fcften Ihre Atmosph\u00e4re und verlassen Ihr Schiff, um sie zu retten. Wenn man den Spieler an Bord zieht, stellt man fest, dass er eine Laserexplosion auf den Arm oder einen Massenfahrer auf die Brust genommen hat. Hier findet wieder der FPS-Heilungsmechaniker statt und Sie m\u00fcssen ihn f\u00fcr die Reise in eine Krankenhauseinrichtung stabilisieren.\n\nEs sei denn, du tr\u00e4gst die Krankenhauseinrichtung mit dir herum! Eine Reihe von Star Citizen-Schiffen wurde bereits mit medizinischen Buchten an Bord oder als Option entdeckt und weitere sind in Arbeit. In der vierten Welle der Schiffskonstruktionen gibt es sogar ein gro\u00dfes, spezielles Krankenhausschiff, das noch mehr Spielergenesung erm\u00f6glicht (und m\u00f6glicherweise sogar als mobiler Wiederbelebungsort f\u00fcr nicht ganz zugelassene B\u00fcrger dient).\n\nDas Tragen eines Medizinplatzes ist ein strategischer Aufwand: Sie verlieren Laderaum und Energie, um die Einrichtungen zu unterst\u00fctzen.... aber wenn Sie daran interessiert sind, andere Piloten zu erholen und sie schnell wieder in Gang zu bringen, ist das der richtige Weg! Wir erwarten hier viel aufkommendes Gameplay: Piratengruppen, die Razzien durchf\u00fchren, k\u00f6nnen sich von einem \"Heiler\" Entermesser Rot (oder einem \u00e4hnlich ausgestatteten Schiff) begleiten lassen, um sicherzustellen, dass einzelne Teammitglieder schnell und effektiv wieder in den Kampf ziehen k\u00f6nnen.\n\nVorw\u00e4rtsgehen\nObwohl es kompliziert erscheint (zumindest anders), sind wir der festen \u00dcberzeugung, dass das System, das wir geschaffen haben, das beste erste Sternenb\u00fcrger und Chris' Vision f\u00fcr das Universum ist. Wie wir eingangs gesagt haben, wollen wir, dass jedes Kampfszenario von Bedeutung ist. Es ist jedoch wichtig zu beachten, dass ein qualifizierter Spieler in der Lage sein wird, in unserem Kampfsystem zu gedeihen und die Art und Weise, wie Gesundheit funktioniert, zu seinem Vorteil zu nutzen.\n\nDer FPS-Kampf in Star Citizen ist ein weiterer wichtiger Schritt in der Entwicklung des Spiels. Wir denken, dass unser Gesundheitssystem frisch ist und obwohl es den Benutzer zwingen kann, ein wenig anders zu spielen, als er es gewohnt ist, ist die Erfahrung und der reine Spa\u00df, den es erm\u00f6glicht, etwas Besonderes. Es kann eine Weile dauern, bis Sie sich ein Bild davon gemacht haben, wie das Gesundheitssystem funktioniert, aber wir garantieren Ihnen, dass Sie so etwas noch nie gesehen haben. Wir wollten ein intelligentes und spezielles System f\u00fcr ein intelligentes und spezielles Spiel entwickeln.\n\nEND\u00dcBERTRAGUNG\n\nAUSSCHLUSS: Wie bei jedem Design-Post stellt dieser Artikel unser aktuelles Denken f\u00fcr die abgedeckten Systeme dar. Alle Inhalte k\u00f6nnen sich aufgrund von Tests \u00e4ndern. Die hier angegebenen Zahlen stellen Daten dar, die zum Zeitpunkt der Ver\u00f6ffentlichung aktuell sind, die aber wahrscheinlich vor dem Start auf verschiedene Weise ge\u00e4ndert werden, um das bestm\u00f6gliche Star Citizen-Erlebnis zu schaffen. Beachten Sie auch, dass w\u00e4hrend der Entwicklung dieses Systems Aspekte im Zusammenhang mit Permadeath oder langfristigen Auswirkungen auf den Charakter im kurzfristigen FPS-Modul nicht verf\u00fcgbar sein werden.","zh_CN":"Greetings Citizens,\nEarly in Star Citizen\u2019s development, we laid out Chris Roberts\u2019 vision for a new, more interesting system of character death. You can read all about it in Death of a Spaceman, but the gist is that our game aims to treat dying very seriously. To make Star Citizen\u2019s world immersive and engaging, we crafted a high level design for a system that attempts to treat player death as more than just a \u2018respawn and then continue playing\u2019 moment. It\u2019s possible to survive the destruction of your ship, to survive your battle wounds\u2026 but it\u2019s also possible to lose your character permanently.\n\nUntil recently, Star Citizen\u2019s death mechanic was a broad concept. Something we intended to put into play when the persistent universe launches, not something we needed to engineer for the Hangar Module or Arena Commander. With the upcoming First Person Shooter module, that changes significantly. A key portion of any FPS is the health system, which connects directly back to player death. Think back to classic FPS\u2019 you have played. There have been countless iterations on player health and death, from picking up med kits in Wolfenstein to passing periodic regeneration chambers in Bioshock to the \u2018rest and heal\u2019 mechanic in the Call of Duty series. The challenge for the team at Illfonic became: how do we express Chris\u2019 goals regarding player death through the FPS health system? The balancing act between realism and fun is important but what is more important is staying true to the vision. We want every firefight to matter and we want the player to feel both a sense of triumph in victory and the consequences of defeat.\n\nIn the end, the team decided to run counter to the standard FPS mechanics of regenerating health and instantly respawning on death to make every fight a calculated decision that can have ramifications that impact your character and place in the \u2018Verse. What follows are the FPS health mechanics as we have implemented them; like much of Star Citizen, we\u2019re excited to break from the norm and try something we believe to be extraordinary!\n\nCharacter Health\nFor health, we have devised a limb-based system with varying degrees of severity, permanence and reaction that we feel makes FPS combat more tactical and interesting.\n\nKeeping in the spirit of total immersion, limb damage is a serious issue in FPS combat. All parts of the body have their own health. What this means is that there is no \u201coverall health\u201d; instead, ten different parts of the body (called limbs, detailed below) track their own data and impact the total for each Citizen. The amount of damage an individual limb suffers can be modified by other factors, such as armor and even environment. For instance, having armor on a particular limb will reduce the damage effect. There are 4 levels of health to each limb, each of which impacts how your character controls (what they are capable of, their response time and so on.) These are:\n\nNormal \u2013 You are fit and ready to fight!\n\nHurt \u2013 Hurt limbs can cause problems with aiming, walking, or other functions that would require that limb. Limbs can get hurt from being too close to an electric spark, flame, outer explosion, or being hit with objects in the environment. Light Armored players can quickly be hurt.\n\nDamaged \u2013 Damaged limbs are useless and the player cannot use them unless they get them patched up in the field or taken to a mobile trauma system (see: Healing). This is the state right after the hurt phase, where the pain is so severe to the player, that no matter what limb is damaged, they will have a hard time being mobile. If one of their legs are damaged, they fall to the ground and crawl.\n\nRuined \u2013 Limbs in this phase are essentially gone. The player will most likely bleed out at this state. This is usually something as bad as your arm being blown off. If the ruined limb is an arm then you will not be able to aim any weapons that require it. For example two handed weapons require both arms to be outside the Ruined state. Screen effects are also present to simulate the pain the player is enduring in this state. If the player is able to be healed by a player with medical equipment, the limb is completely gone and cannot be used, but the player can at least move around and continue the fight (if they have their legs, that is!)\n\nLimbs\nIn the current system, there are 10 Limbs that can receive isolated damage.\n\nHead\n\nTorso\n\nRight Upper Arm\n\nRight Lower Arm\n\nLeft Upper Arm\n\nLeft Lower Arm\n\nRight Upper Leg\n\nRight Lower Leg\n\nLeft Upper Leg\n\nLeft Lower Leg\n\nLimb damage is measured as a percentage, with Normal being a limb at 90% or greater, Hurt is between 90% and 50%, Damaged is 50% to 1% and Ruined is 0%. Limbs will transition between the three states of damage based on the amount of health the limb has remaining. Modifiers, such as armor or atmosphere, also impact the base health numbers.\n\nIdentifying Limb Damage\nThere are many ways limb damage can be identified. These are just a few.\n\nVisual \u2013 Damage to limbs will normally be observable by players; taking a hit will call out a damage state in much the same way as our ships.\n\nHelmet HUD \/ mobiGlas \u2013 When a Limb changes state, an icon of the limb flashes on the screen to its current state. This is only available if you have a biometric suit attachment for your mobiGlas or your armor suit has biometric monitoring.\n\nGadget \u2013 Some gadgets will allow players to track their limb damage state, including medical devices or other HUD devices.\n\nIf you are not wearing the appropriate gear, you may not have a fancy status indicator keeping your character up to date with you\u2019re the state of your health. It will be critical for you to pay attention to other signs such as shortness of breath, limping, loss of limbs, tunnel vision and other signs. If your character is bleeding out, you will fall limp, in such agony that you are unable to move. If you are wearing the appropriate gear, you might be able to track your characters status better.\n\nThese charts represent an example of how you may see your characters overall health status. Each state is more violent and color coded for easy recognition.\n\nWhile you can track limb damage visually, you won\u2019t have the specific medical information available from a dedicated scanner\u2026 but when you take a hit to your body in Star Citizen, you\u2019re going to be able to see it! (And so will everyone else.)\n\nHealing\nFor our equivalent of respawn (when permadeath is avoided) we wanted a system that makes players want to avoid dying: no simple reappearing a few meters from your body!\n\nThe concept is simple. In the world of Star Citizen it\u2019s pretty hard to instantly kill a player, instead he\u2019s likely to take heavy limb damage, incapacitating him until a friendly player manages to drag him to safety and apply some medical aid. If a player has his critical limb damage healed up to at least a Hurt level then he can get back up and re-enter combat. Of course if no one comes to the aid of a downed comrade and the opposing side gets there first they have the choice to make sure their enemy is out of action\u2026 Or they could be more humane and capture the wounded combatant!\n\nIt\u2019s important to mention again, that with this system we\u2019re avoid the current trend of hiding behind cover for blood to clear off your screen and jumping back in the fight ready for more. Aside from the realism aspect, we are really excited at the prospect that this could promote much more teamwork between your allies, since you would be much more reliant on their help if you suffer a Damaged wound as well as promoting much a more calculated approach to tactics, being careful not to spread your forces too thin.\n\nThere are also only so much healing one body can take, each time a temporary battlefield med device is used the ability to repair that limb becomes less and less. After a point, there is nothing more than can be done other than taking the fallen comrade to a proper hospital to be fully healed, or risk him dying from his wounds.\n\nThis diagram focuses on the lower right arm and it\u2019s various states:\n\nPlayer Dragging\nIf you or your teammate are unable to move (limbs are ruined or close to) a teammate can help by dragging that person out of the battle or to a medical pod. This is a context sensitive action that will drag players based on grabbing them at the shoulders. While being dragged, a player will lose his input abilities. The one exception would be if your legs are ruined but you are not bleeding out, in this case you would still have control over aiming while being dragged.\n\nA player being dragged can exit being dragged with a counter-context sensitive action in case they don\u2019t want to be moved. After the player being dragged aborts the drag, there is a short cool down before they can be dragged again.\n\nMovement\nThere are four ways players can be dragged:\n\nLaying on their back, being dragged by their shoulders\n\nLaying on their back, being dragged by their feet\n\nLaying on their stomach, being dragged by their shoulders\n\nLaying on their stomach, being dragged by their feet\n\nThe player doing the dragging uses both hands to pull the wounded player.\n\nMedical Devices\nThere will two types of ways for players to be healed through field tech and intensive systems that can only be provided by medbays or medstations. In short, if you are in a combat area, you cannot be healed to your full capacity. When seriously injured, you must take your character through the process of proper recovery.\n\nField tech are gadgets that can be carried by players or NPC\u2019s that are capable of providing temporary healing for a variety of wounds. They will nullify pain, stop bleeding, restore vital systems and calm body systems to states where the person can function again. Gadget aids cannot rebuild tissue, but can provide enough white blood cell replacements to heal up small wounds at an extremely fast pace.\n\nOne such example is the DYNAPAK from CureLife which is a complete multi-function individual first-aid system designed and constructed for the rigors of field use. With CureLife\u2019s proprietary serum, a single DYNAPAK will promote healing in non-serious wounds to get you back on your feet.\n\nIntensive systems are medical services that can only be found in medbays and hospitals. Capable of handling much more serious wounds, they are full-size medical immersion chambers, outfitted with technology to rebuild tissue, replace blood and perform other operations through advanced 3d printing technology. There are even new systems such as the Calliope that are capable of completely reconstructing a person\u2019s appearance.\n\nYour players overall health status is essentially the state of all of your limbs combined. As each limb goes through their various stages, your overall health status can quickly change. Your health status does not change linearly, as it can quickly become fatal at an exponential rate. For instance if it is your Head there\u2019s not much a med device can do for you!\n\nBleed Out\nBleeding out is your character\u2019s enemy. If you are bleeding out, you are probably done for. But there is still hope! Paying attention to your health status is critical.\n\nIf a player takes a lot of damage to a limb in one blow, the damage doesn\u2019t affect the player\u2019s total Health Status right away. Instead a portion of the damage to the limb eats away at your Health Status over time. This is to simulate the idea that you don\u2019t die in a single blast, you \u2018bleed out\u2019 over time. Upon taking this type of damage, the player will then begin to bleed out at a set rate, giving them a limited amount of time to live unless they get to a medstation or a friendly player uses a med device on them. If the player takes more massive amounts of damage to a specific limb in one blow, it follows a similar formula but at much larger scale. It is important to note that in a heavy Bleed Out state the player will have no ability to aim a weapon as the pain is just too severe.\n\nBring in the Starships\nWhat is Star Citizen without ships? As you know, the FPS module is being designed to support the existing focus on starship combat rather than to replace it. So how do the two mechanics complement each other? The answer is that there is a significant amount of strategy involved!\n\nStar Citizen\u2019s spaceflight will include a robust \u2018rescue\u2019 system. Search and rescue missions are one of our major \u2018umbrella\u2019 mission types: players will be called upon to rescue both NPCs and players who find themselves shot down or otherwise stranded in space. Using the same systems outlined above, players can suffer injuries during space combat\u2026 and there\u2019s no more likely place for this to occur than during ejection\/ship destruction.\n\nImagine following a distress beacon to a downed pilot floating in space. You put on your EVA outfit, vent your atmosphere and exit your ship to rescue them. Pulling the player aboard, you find they\u2019ve taken a laser blast to the arm, or a mass driver to the chest. Here, the FPS healing mechanic again takes place and you must stabilize them for the trip to a hospital facility.\n\nUnless you are carrying that hospital facility with you! A number of Star Citizen ships have already been revealed to have medical bays onboard or as options and more are in the works. There\u2019s even a large dedicated hospital ship in the fourth wave of ship designs, which will allow even more player recovery (and which will possibly even act as a mobile respawn spot for not-quite-permadead Citizens.)\n\nCarrying a medical bay is a strategic expense: you lose cargo space and energy to support the facilities\u2026 but if you\u2019re interested in recovering other pilots and getting them back into action quickly, it\u2019s the way to go! We expect a great deal of emergent gameplay here: pirate groups conducting raids may have a \u2018healer\u2019 Cutlass Red (or similarly outfitted ship) accompanying them to make sure that individual team members can get back to the fight quickly and effectively.\n\nGoing Forward\nWhile it seems complicated (at the very least different) we feel strongly that the system we have created best first Star Citizen and Chris\u2019 vision for the universe. As we said at the beginning we want every combat scenario to matter. It is important to note however that a skilled player will be able to thrive in our combat system and use the way health works to their advantage.\n\nThe FPS combat in Star Citizen is another important step in the evolution of the game. We think our health system is fresh and while it may force the user to play a little differently than they are used to, the experience and pure fun it allows is something special. It may take a while to wrap your head around how the health system works but we guarantee you have never seen anything like it. We wanted to create a smart and special system for a smart and special game.\n\nEND TRANSMISSION\n\nDISCLAIMER: As with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience. Note also that while this system is being developed now, aspects of it relating to permadeath or long term character impact will not be available in the near term FPS module."},"links_count":0,"comment_count":715,"created_at":"2014-11-21T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-14 20:54:54","valid_relations":["images","links"],"prev_id":14317,"next_id":14320}}