{"data":{"id":14994,"title":"Q&A: MISC Endeavor - Part III","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/14994-Q-A-MISC-Endeavor-Part-III","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14994","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14994","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images":[{"id":4102,"name":"Final1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mmcojs7rg7v0nr\/source\/Final1.jpg","alt":"","size":1034851,"mime_type":"image\/jpeg","last_modified":"2015-10-07T18:48:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4102","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4102\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"}],"images_count":19,"translations":{"en_EN":"Greetings Citizens,\nYou\u2019ve got questions, we\u2019ve got answers! Last week, we kicked off a concept sale for the new Endeavor science ship and its modules. Today, we\u2019ll be answering questions collected on the forums. Special thanks to Persistent Universe Director Tony Zurovec for addressing questions about the Endeavor\u2019s science and medical mechanics. Enjoy!\n\nWith the Hope class ship, do you see Medical as being a complete profession?\nThe medical profession is one of the more important occupations within Star Citizen, and it\u2019s intended to be one of the larger and more flexible roles. On the FPS combat front Medics will be invaluable. They\u2019ll be able to perform field triage that can heal some injuries entirely and mitigate others enough so that the injured party is at least more functional. The effects of more serious injuries can often be slowed so that there is a better chance of reaching a hospital where more advanced medical apparatus can improve the chances of survival. Depending upon the cause of death, a well-trained Medic can occasionally restart a patient\u2019s heart, although death may soon reoccur if the root causes are not quickly addressed.\n\nThe Hope-class Endeavor opens up an entirely new range of possibilities for the aspiring healer. As previously noted, Endeavors with an attached Medical Bay may serve as respawn points for players that have died, and the associated Hangar Bay allows those players to \u2013 for a price premium \u2013 have one of their existing ships or a new purchase delivered quickly so that they can get right back into the action. The greatest demand for Hope-class Endeavors will therefore be in those areas where lots of player deaths are occurring, but of course a valuable and unescorted medical ship in a dangerous area will be a tempting target for pirates and other less savory types. In addition to respawn services, an Endeavor that has enabled its ID Beacon \u2013 thus broadcasting to others its position, services offered, prices, and reputational information \u2013 can also serve as a field hospital for any player or NPC requiring urgent medical attention. In such cases, the party in need would attempt to quickly close the gap with the Endeavor and then either request access to dock in its landing bay or simply EVA into the external hospital pressure lock. Upon arrival in the hospital it\u2019s up to the Endeavor\u2019s crew to employ their expertise to try and save the patient, with the ultimate outcome contributing to their medical reputation.\n\nWith an ample supply of hospital beds, Hope-class Endeavors are also ideally suited to tackle a variety of rescue missions. A destroyed Idris might leave a vast wake of severely injured crew members floating in the debris, with only limited oxygen left in their personal evacuation suits. Hope-class Endeavors can quickly retrieve such individuals, administer enough medical attention to stabilize them, and then transport them to the nearest outpost \u2013 all for a nice profit, of course. A research station close to the sun whose shielding has failed might be filled with scientists that have suffered severe burns and high doses of radiation. They might need to be dragged out of the station one by one, placed into suspended animation to minimize the effects of the radiation, and quickly taken to a particular hospital that\u2019s able to better deal with such complicated medical issues.\n\nCan you go into more detail on the respawn mechanic for the Medical Bay? Can you deny enemies from spawning in your bay? How fast will replacement ships normally be delivered? How fast do you estimate expedited delivery to take?\nThe pilot of a Hope-class Endeavor \u2013 as with any other ship \u2013 has complete control over who can see their broadcast beacon. They can specify that only certain individuals can see such signals, only certain organizations, anyone, or anyone with a particular reputational rating beyond a certain value. Individual players and organizations can also be blacklisted. Thus, you\u2019ll have total control over who is allowed to spawn in your Medical Bay. Expedited ships will arrive very quickly, as sitting on another player\u2019s ship for an extended period of time wouldn\u2019t be particularly fun, and the longer that you remain the more likely that the pilot might decide to leave the area, which would defeat the entire purpose of selecting them as a spawn point in the first place.\n\nOne thing to keep in mind, however, is that even this \u201cabbreviated\u201d respawn mechanic will not allow you to immediately get back to where you were. Upon respawning you\u2019ll have to navigate to the Hangar Bay\u2019s waiting room, request a ship \u2013 and there might be others in front of you, wait for the ship to arrive, traverse to it, board it, exit the Hangar Bay, and navigate back to your desired destination. This will not be Call of Duty \u2013 with instantaneous respawns \u2013 by any stretch of the imagination, and there will be a tangible penalty to death in terms of how long it takes you to get back to where you were even if an Endeavor is strategically placed. This is actually a critically important mechanic for the game as it will allow us much finer control over precisely how much of a penalty death should inflict, rather than it being exclusively linked to the distance from a major landing zone. This provides yet another way in which players can cooperatively work together, as some will be able to offer a valuable service to others in need. At the same time, it will also foster a lot of competition amongst those service providers, who will battle on both the pricing front and in terms of how deep into dangerous territory they\u2019re willing to go \u2013 and thus how much more attractive their spawn point might be to a player that just died \u2013 in order to differentiate their offering.\n\nCan you expand on the farming mechanic? Why would we farm in space rather than on a planet? Is this a viable profession in the Star Citizen universe?\nFarming is certainly intended to be a viable profession within the Star Citizen universe, and depending upon the level of risk a player is willing to endure and the skill and knowledge that they bring to bear anything from a meager existence to an opulent lifestyle may be attained.\n\nTwo major advantages of farming on a ship as opposed to a planet are that you can much more effectively adjust your plan given the current economic environment, and you can overlap your growth and delivery efforts. A farmer interested in maximizing profits as opposed to minimizing effort would procure their seeds and other required materials wherever they\u2019re cheapest, and then grow those crops while traveling towards the intended marketplace. With a stationary farm you\u2019d often either wind up paying a significantly higher price for those materials, or having to make a special trip to acquire them, at which point you\u2019d have to return to your farm, grow the crops, and then travel to the intended marketplace. That\u2019s potentially a lot more travel and a lot more time, and time equates to money.\n\nFurther, some of the most exotic seeds \u2013 those that will generate the most lucrative crops \u2013 may only be found on remote planets, and may need to be planted fairly quickly if they\u2019re to remain viable. Some plants may only bloom once, and some farming outputs \u2013 whether complex molecules critical in the production of a particular medicine or edible delicacies that can\u2019t be preserved without affecting the taste and thus diminishing the value \u2013 will have a very limited shelf life. This, again, points to the value of mobile farms, as perishable goods can be utilized, in the case of seeds, or produced, in the case of crops, while en route to the actual marketplace at which the final goods will be sold, thus extending the distance at which you can deliver such products, which will in turn likely translate into better profit margins.\n\nFarming, then, is about considerably more than just mastering the growth requirements of rare and temperamental plant species and assuming that the profits will follow. As with most things in an economy driven by supply and demand, if something is easy a lot of other players and NPCs will do it and the prices will collapse. If you\u2019re to truly succeed at the occupation, you\u2019ll need to also be an astute businessman, capable of weighing a wide range of different factors in order to determine where you can generate value that others are missing.\n\nWill research continue while I\u2019m offline? Will plants continue to grow?\nResearch requires constant intellectual analysis and decision-making as opposed to automated number crunching that lasts for an extended period of time. As such, progress is typically only made when a player is actively involved and pushing forward.\n\nFarming is different in that it\u2019s more labor intensive, but also in that plants continue to grow \u2013 regardless of whether the player is in the immediate vicinity \u2013 according to their environment. A player that leaves their ship behind and wanders off with a friend or into a city for too long, then, might return to find their crops withered and dead. Logging off entirely, however, will cause all plant growth to cease, so the expensive seeds that you just planted and that require constant attention will still be there when you return.\n\nWhat happens if the landing bay is filled with ships when someone respawning orders their replacement?\nWhen a player on board an Endeavor orders a ship, the request is added to a queue that controls access to the Hangar Bay. External ships requesting landing access interface with the same queue, such that only one ship ever has access to the Hangar Bay at a given time. The pilot may depressurize the bay at any time, which will blow any ships or players contained within it back out into space. This would typically only be done to clear out another player actively trying to cause problems by refusing to leave. Such ejection would often be followed by the pilot blacklisting the offender so that if they ever again attempted to dock the request could be automatically denied.\n\nEndeavor & Pods","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nDu hast Fragen, wir haben Antworten! Letzte Woche haben wir einen Konzeptverkauf f\u00fcr das neue Wissenschaftsschiff Endeavor und seine Module gestartet. Heute werden wir Fragen beantworten, die in den Foren gesammelt wurden. Besonderer Dank gilt Tony Zurovec, dem Direktor von Persistent Universe, der Fragen \u00fcber die Wissenschaft und die Medizinmechanik der Endeavor beantwortet hat. Viel Spa\u00df!\n\nSehen Sie mit dem Schiff der Hope Klasse die Medizin als einen kompletten Beruf?\nDer medizinische Beruf ist einer der wichtigsten Berufe innerhalb von Star Citizen, und er soll eine der gr\u00f6\u00dferen und flexibleren Rollen sein. An der FPS-Kampffront werden Mediziner von unsch\u00e4tzbarem Wert sein. Sie werden in der Lage sein, Feldversuche durchzuf\u00fchren, die einige Verletzungen vollst\u00e4ndig heilen und andere genug abschw\u00e4chen k\u00f6nnen, so dass die verletzte Partei zumindest funktioneller ist. Die Auswirkungen schwerwiegenderer Verletzungen k\u00f6nnen oft verlangsamt werden, so dass die Chancen besser stehen, ein Krankenhaus zu erreichen, in dem fortgeschrittenere medizinische Ger\u00e4te die \u00dcberlebenschancen verbessern k\u00f6nnen. Je nach Todesursache kann ein gut ausgebildeter Mediziner gelegentlich das Herz eines Patienten wieder zum Laufen bringen, obwohl der Tod bald wiederkehren kann, wenn die Ursachen nicht schnell behoben werden.\n\nDas Endeavor der Hope-Klasse er\u00f6ffnet dem aufstrebenden Heiler v\u00f6llig neue M\u00f6glichkeiten. Wie bereits erw\u00e4hnt, k\u00f6nnen Endeavors mit angeschlossener Medical Bay als Wiederbelebungspunkte f\u00fcr verstorbene Spieler dienen, und die zugeh\u00f6rige Hangar Bay erm\u00f6glicht es diesen Spielern, sich - gegen eine Preispr\u00e4mie - eines ihrer bestehenden Schiffe oder einen neuen Kauf schnell liefern zu lassen, so dass sie sofort wieder in Aktion treten k\u00f6nnen. Die gr\u00f6\u00dfte Nachfrage nach Hope-class Endeavors wird daher in den Gebieten sein, in denen viele Spieler sterben, aber nat\u00fcrlich wird ein wertvolles und unbegleitetes Medizinschiff in einem gef\u00e4hrlichen Gebiet ein verlockendes Ziel f\u00fcr Piraten und andere weniger herzhafte Arten sein. Zus\u00e4tzlich zu den Wiederbelebungsdiensten kann ein Endeavor, das seinen ID-Beacon aktiviert hat - und damit seine Position, die angebotenen Dienste, die Preise und die Reputationsinformationen an andere sendet - auch als Feldlazarett f\u00fcr jeden Spieler oder NSC dienen, der dringend medizinische Hilfe ben\u00f6tigt. In solchen F\u00e4llen w\u00fcrde die bed\u00fcrftige Partei versuchen, die L\u00fccke mit der Endeavor schnell zu schlie\u00dfen und dann entweder den Zugang zum Dock in ihrer Landebucht oder einfach EVA in den externen Krankenhausdruckverschluss zu beantragen. Bei der Ankunft im Krankenhaus ist es an der Crew der Endeavor, ihr Fachwissen einzusetzen, um den Patienten zu retten, wobei das Endergebnis zu ihrem medizinischen Ruf beitr\u00e4gt.\n\nMit einem ausreichenden Angebot an Krankenhausbetten sind die Endeavors der Hope-Klasse auch ideal geeignet, um eine Vielzahl von Rettungseins\u00e4tzen zu bew\u00e4ltigen. Ein zerst\u00f6rter Idris k\u00f6nnte eine riesige Flut von schwer verletzten Besatzungsmitgliedern hinterlassen, die in den Tr\u00fcmmern schwimmen, wobei nur noch begrenzter Sauerstoff in ihren pers\u00f6nlichen Evakuierungsanz\u00fcgen vorhanden ist. Hope-class Endeavors kann solche Individuen schnell zur\u00fcckholen, ihnen gen\u00fcgend medizinische Hilfe zukommen lassen, um sie zu stabilisieren, und sie dann zum n\u00e4chsten Au\u00dfenposten transportieren - nat\u00fcrlich alles mit einem guten Gewinn. Eine sonnennahe Forschungsstation, deren Abschirmung versagt hat, k\u00f6nnte mit Wissenschaftlern gef\u00fcllt sein, die schwere Verbrennungen und hohe Strahlendosen erlitten haben. M\u00f6glicherweise m\u00fcssen sie einzeln aus der Station herausgezogen, in eine suspendierte Animation versetzt werden, um die Auswirkungen der Strahlung zu minimieren, und schnell in ein bestimmtes Krankenhaus gebracht werden, das in der Lage ist, mit so komplizierten medizinischen Problemen besser umzugehen.\n\nK\u00f6nnen Sie genauer auf den Wiederbelebungsmechaniker f\u00fcr die Medical Bay eingehen? Kannst du Feinde davon abhalten, in deiner Bucht zu laichen? Wie schnell werden normalerweise Ersatzschiffe geliefert? Wie schnell sch\u00e4tzen Sie die Lieferzeit f\u00fcr die beschleunigte Lieferung ein?\nDer Lotse eines Endeavor der Hope-Klasse hat - wie bei jedem anderen Schiff - die volle Kontrolle dar\u00fcber, wer sein Sendefeuer sehen kann. Sie k\u00f6nnen festlegen, dass nur bestimmte Personen solche Signale sehen k\u00f6nnen, nur bestimmte Organisationen, Personen oder Personen mit einem bestimmten Reputationswert \u00fcber einen bestimmten Wert hinaus. Einzelne Spieler und Organisationen k\u00f6nnen ebenfalls auf die schwarze Liste gesetzt werden. So haben Sie die volle Kontrolle dar\u00fcber, wer in Ihrer Medical Bay laichen darf. Beschleunigte Schiffe werden sehr schnell eintreffen, da es nicht besonders lustig w\u00e4re, l\u00e4ngere Zeit auf dem Schiff eines anderen Spielers zu sitzen, und je l\u00e4nger Sie bleiben, desto wahrscheinlicher ist es, dass der Lotse beschlie\u00dft, das Gebiet zu verlassen, was den gesamten Zweck der Auswahl als Spawn-Punkt vereiteln w\u00fcrde.\n\nEine Sache, die man beachten sollte, ist jedoch, dass selbst dieser \"verk\u00fcrzte\" Wiederbelebungsmechanismus es einem nicht erlaubt, sofort wieder dorthin zur\u00fcckzukehren, wo man war. Nach dem Wiederauftauchen m\u00fcssen Sie in den Warteraum der Hangarbay navigieren, ein Schiff anfordern - und es k\u00f6nnten noch andere vor Ihnen sein, auf die Ankunft des Schiffes warten, es \u00fcberqueren, es besteigen, die Hangarbay verlassen und zu Ihrem gew\u00fcnschten Ziel zur\u00fcckkehren. Dies wird nicht Call of Duty - mit sofortigem Wiederauftauchen - sein, und es wird eine greifbare Todesstrafe geben, in Bezug darauf, wie lange es dauert, bis man wieder dort ankommt, wo man war, selbst wenn ein Endeavor strategisch platziert ist. Dies ist eigentlich ein f\u00fcr das Spiel \u00e4u\u00dferst wichtiger Mechanismus, da er uns eine viel feinere Kontrolle dar\u00fcber erm\u00f6glicht, wie viel von einem Strafentod ausgehen soll, anstatt dass er ausschlie\u00dflich mit der Entfernung von einer gro\u00dfen Landezone verbunden ist. Dies bietet eine weitere M\u00f6glichkeit, wie die Akteure kooperativ zusammenarbeiten k\u00f6nnen, da einige in der Lage sein werden, anderen in Not einen wertvollen Service anzubieten. Gleichzeitig wird es auch einen starken Wettbewerb unter den Dienstleistern f\u00f6rdern, die sowohl auf der Preisfront als auch im Hinblick darauf, wie tief sie in gef\u00e4hrliches Gebiet vordringen wollen - und damit, wie viel attraktiver ihr Spawn-Point f\u00fcr einen gerade verstorbenen Spieler sein k\u00f6nnte -, um ihr Angebot zu differenzieren.\n\nKannst du auf den Landtechniker eingehen? Warum sollten wir im Weltraum und nicht auf einem Planeten wirtschaften? Ist dies ein praktikabler Beruf im Star Citizen Universum?\nDie Landwirtschaft soll sicherlich ein lebensf\u00e4higer Beruf im Star Citizen-Universum sein, und je nach Risikograd ist ein Spieler bereit zu \u00fcberleben und die F\u00e4higkeiten und Kenntnisse, die er mitbringt, k\u00f6nnen von einer mageren Existenz bis zu einem opulenten Lebensstil erworben werden.\n\nZwei gro\u00dfe Vorteile der Landwirtschaft auf einem Schiff im Vergleich zu einem Planeten sind, dass Sie Ihren Plan angesichts des aktuellen wirtschaftlichen Umfelds viel effektiver anpassen k\u00f6nnen und dass Sie Ihre Wachstums- und Lieferbem\u00fchungen \u00fcberschneiden k\u00f6nnen. Ein Landwirt, der daran interessiert ist, Gewinne zu maximieren und nicht nur den Aufwand zu minimieren, w\u00fcrde sein Saatgut und andere ben\u00f6tigte Materialien dort beschaffen, wo es am billigsten ist, und dann diese Pflanzen anbauen, w\u00e4hrend er auf dem Weg zum vorgesehenen Marktplatz ist. Bei einem station\u00e4ren Betrieb mussten Sie oft entweder einen deutlich h\u00f6heren Preis f\u00fcr diese Materialien zahlen oder eine Sonderreise unternehmen, um sie zu erwerben, an deren Ende Sie auf Ihren Betrieb zur\u00fcckkehren, die Ernte anbauen und dann zum vorgesehenen Marktplatz reisen mussten. Das ist potenziell viel mehr Reisen und viel mehr Zeit, und Zeit entspricht Geld.\n\nDar\u00fcber hinaus k\u00f6nnen einige der exotischsten Samen - diejenigen, die die lukrativsten Ernten hervorbringen - nur auf entlegenen Planeten gefunden werden und m\u00fcssen m\u00f6glicherweise ziemlich schnell gepflanzt werden, wenn sie lebensf\u00e4hig bleiben sollen. Einige Pflanzen bl\u00fchen nur einmal, und einige landwirtschaftliche Produkte - ob komplexe Molek\u00fcle, die f\u00fcr die Herstellung eines bestimmten Medikaments entscheidend sind, oder essbare Delikatessen, die nicht konserviert werden k\u00f6nnen, ohne den Geschmack zu beeintr\u00e4chtigen und damit den Wert zu mindern - haben eine sehr begrenzte Haltbarkeit. Auch dies deutet auf den Wert mobiler landwirtschaftlicher Betriebe hin, denn verderbliche Waren k\u00f6nnen im Falle von Saatgut verwendet oder erzeugt werden, im Falle von Pflanzen, w\u00e4hrend sie auf dem Weg zum eigentlichen Marktplatz sind, auf dem die Endprodukte verkauft werden, wodurch die Entfernung, auf der sie diese Produkte liefern k\u00f6nnen, verl\u00e4ngert wird, was wiederum wahrscheinlich zu besseren Gewinnmargen f\u00fchren wird.\n\nIn der Landwirtschaft geht es also um weit mehr als nur um die Beherrschung der Wachstumsbed\u00fcrfnisse seltener und temperamentvoller Pflanzenarten und die Annahme, dass die Gewinne folgen werden. Wie bei den meisten Dingen in einer von Angebot und Nachfrage getriebenen Wirtschaft, werden es viele andere Akteure und NSCs tun, wenn etwas einfach ist, und die Preise werden zusammenbrechen. Wenn Sie mit dem Beruf wirklich erfolgreich sein wollen, m\u00fcssen Sie auch ein kluger Gesch\u00e4ftsmann sein, der in der Lage ist, eine Vielzahl von verschiedenen Faktoren abzuw\u00e4gen, um festzustellen, wo Sie einen Wert schaffen k\u00f6nnen, dem andere fehlen.\n\nWird die Forschung fortgesetzt, w\u00e4hrend ich offline bin? Werden die Pflanzen weiter wachsen?\nForschung erfordert st\u00e4ndige intellektuelle Analyse und Entscheidungsfindung im Gegensatz zu automatisiertem Zahlencrunching, das \u00fcber einen l\u00e4ngeren Zeitraum andauert. Daher werden Fortschritte in der Regel nur erzielt, wenn ein Spieler aktiv beteiligt ist und voranschreitet.\n\nDie Landwirtschaft unterscheidet sich dadurch, dass sie arbeitsintensiver ist, aber auch dadurch, dass die Pflanzen weiter wachsen - unabh\u00e4ngig davon, ob sich der Spieler in unmittelbarer N\u00e4he befindet - je nach ihrer Umgebung. Ein Spieler, der sein Schiff zur\u00fcckl\u00e4sst und mit einem Freund oder in eine Stadt wandert, k\u00f6nnte dann zu lange zur\u00fcckkehren, um seine Ernte verdorrt und tot zu finden. Wenn Sie sich jedoch vollst\u00e4ndig abmelden, wird das gesamte Pflanzenwachstum eingestellt, so dass die teuren Samen, die Sie gerade gepflanzt haben und die st\u00e4ndige Aufmerksamkeit erfordern, auch nach Ihrer R\u00fcckkehr noch da sein werden.\n\nWas passiert, wenn die Landebucht mit Schiffen gef\u00fcllt ist, wenn jemand, der wiederbelebt, seinen Ersatz bestellt?\nWenn ein Spieler an Bord eines Endeavor ein Schiff bestellt, wird die Anfrage zu einer Warteschlange hinzugef\u00fcgt, die den Zugang zur Hangarbucht steuert. Externe Schiffe, die eine Landezugangsschnittstelle mit der gleichen Warteschlange anfordern, so dass jeweils nur ein Schiff Zugang zur Hangarbucht hat. Der Lotse kann die Bucht jederzeit drucklos machen, was alle darin enthaltenen Schiffe oder Spieler zur\u00fcck in den Weltraum bl\u00e4st. Dies geschieht typischerweise nur, um einen anderen Spieler auszuschlie\u00dfen, der aktiv versucht, Probleme zu verursachen, indem er sich weigert zu gehen. Eine solche Ausweisung w\u00fcrde oft von dem Piloten gefolgt, der den T\u00e4ter auf die schwarze Liste setzt, so dass, wenn er jemals wieder versucht, anzudocken, die Anfrage automatisch abgelehnt werden k\u00f6nnte.\n\nEndeavor & Pods","zh_CN":"Greetings Citizens,\nYou\u2019ve got questions, we\u2019ve got answers! Last week, we kicked off a concept sale for the new Endeavor science ship and its modules. Today, we\u2019ll be answering questions collected on the forums. Special thanks to Persistent Universe Director Tony Zurovec for addressing questions about the Endeavor\u2019s science and medical mechanics. Enjoy!\n\nWith the Hope class ship, do you see Medical as being a complete profession?\nThe medical profession is one of the more important occupations within Star Citizen, and it\u2019s intended to be one of the larger and more flexible roles. On the FPS combat front Medics will be invaluable. They\u2019ll be able to perform field triage that can heal some injuries entirely and mitigate others enough so that the injured party is at least more functional. The effects of more serious injuries can often be slowed so that there is a better chance of reaching a hospital where more advanced medical apparatus can improve the chances of survival. Depending upon the cause of death, a well-trained Medic can occasionally restart a patient\u2019s heart, although death may soon reoccur if the root causes are not quickly addressed.\n\nThe Hope-class Endeavor opens up an entirely new range of possibilities for the aspiring healer. As previously noted, Endeavors with an attached Medical Bay may serve as respawn points for players that have died, and the associated Hangar Bay allows those players to \u2013 for a price premium \u2013 have one of their existing ships or a new purchase delivered quickly so that they can get right back into the action. The greatest demand for Hope-class Endeavors will therefore be in those areas where lots of player deaths are occurring, but of course a valuable and unescorted medical ship in a dangerous area will be a tempting target for pirates and other less savory types. In addition to respawn services, an Endeavor that has enabled its ID Beacon \u2013 thus broadcasting to others its position, services offered, prices, and reputational information \u2013 can also serve as a field hospital for any player or NPC requiring urgent medical attention. In such cases, the party in need would attempt to quickly close the gap with the Endeavor and then either request access to dock in its landing bay or simply EVA into the external hospital pressure lock. Upon arrival in the hospital it\u2019s up to the Endeavor\u2019s crew to employ their expertise to try and save the patient, with the ultimate outcome contributing to their medical reputation.\n\nWith an ample supply of hospital beds, Hope-class Endeavors are also ideally suited to tackle a variety of rescue missions. A destroyed Idris might leave a vast wake of severely injured crew members floating in the debris, with only limited oxygen left in their personal evacuation suits. Hope-class Endeavors can quickly retrieve such individuals, administer enough medical attention to stabilize them, and then transport them to the nearest outpost \u2013 all for a nice profit, of course. A research station close to the sun whose shielding has failed might be filled with scientists that have suffered severe burns and high doses of radiation. They might need to be dragged out of the station one by one, placed into suspended animation to minimize the effects of the radiation, and quickly taken to a particular hospital that\u2019s able to better deal with such complicated medical issues.\n\nCan you go into more detail on the respawn mechanic for the Medical Bay? Can you deny enemies from spawning in your bay? How fast will replacement ships normally be delivered? How fast do you estimate expedited delivery to take?\nThe pilot of a Hope-class Endeavor \u2013 as with any other ship \u2013 has complete control over who can see their broadcast beacon. They can specify that only certain individuals can see such signals, only certain organizations, anyone, or anyone with a particular reputational rating beyond a certain value. Individual players and organizations can also be blacklisted. Thus, you\u2019ll have total control over who is allowed to spawn in your Medical Bay. Expedited ships will arrive very quickly, as sitting on another player\u2019s ship for an extended period of time wouldn\u2019t be particularly fun, and the longer that you remain the more likely that the pilot might decide to leave the area, which would defeat the entire purpose of selecting them as a spawn point in the first place.\n\nOne thing to keep in mind, however, is that even this \u201cabbreviated\u201d respawn mechanic will not allow you to immediately get back to where you were. Upon respawning you\u2019ll have to navigate to the Hangar Bay\u2019s waiting room, request a ship \u2013 and there might be others in front of you, wait for the ship to arrive, traverse to it, board it, exit the Hangar Bay, and navigate back to your desired destination. This will not be Call of Duty \u2013 with instantaneous respawns \u2013 by any stretch of the imagination, and there will be a tangible penalty to death in terms of how long it takes you to get back to where you were even if an Endeavor is strategically placed. This is actually a critically important mechanic for the game as it will allow us much finer control over precisely how much of a penalty death should inflict, rather than it being exclusively linked to the distance from a major landing zone. This provides yet another way in which players can cooperatively work together, as some will be able to offer a valuable service to others in need. At the same time, it will also foster a lot of competition amongst those service providers, who will battle on both the pricing front and in terms of how deep into dangerous territory they\u2019re willing to go \u2013 and thus how much more attractive their spawn point might be to a player that just died \u2013 in order to differentiate their offering.\n\nCan you expand on the farming mechanic? Why would we farm in space rather than on a planet? Is this a viable profession in the Star Citizen universe?\nFarming is certainly intended to be a viable profession within the Star Citizen universe, and depending upon the level of risk a player is willing to endure and the skill and knowledge that they bring to bear anything from a meager existence to an opulent lifestyle may be attained.\n\nTwo major advantages of farming on a ship as opposed to a planet are that you can much more effectively adjust your plan given the current economic environment, and you can overlap your growth and delivery efforts. A farmer interested in maximizing profits as opposed to minimizing effort would procure their seeds and other required materials wherever they\u2019re cheapest, and then grow those crops while traveling towards the intended marketplace. With a stationary farm you\u2019d often either wind up paying a significantly higher price for those materials, or having to make a special trip to acquire them, at which point you\u2019d have to return to your farm, grow the crops, and then travel to the intended marketplace. That\u2019s potentially a lot more travel and a lot more time, and time equates to money.\n\nFurther, some of the most exotic seeds \u2013 those that will generate the most lucrative crops \u2013 may only be found on remote planets, and may need to be planted fairly quickly if they\u2019re to remain viable. Some plants may only bloom once, and some farming outputs \u2013 whether complex molecules critical in the production of a particular medicine or edible delicacies that can\u2019t be preserved without affecting the taste and thus diminishing the value \u2013 will have a very limited shelf life. This, again, points to the value of mobile farms, as perishable goods can be utilized, in the case of seeds, or produced, in the case of crops, while en route to the actual marketplace at which the final goods will be sold, thus extending the distance at which you can deliver such products, which will in turn likely translate into better profit margins.\n\nFarming, then, is about considerably more than just mastering the growth requirements of rare and temperamental plant species and assuming that the profits will follow. As with most things in an economy driven by supply and demand, if something is easy a lot of other players and NPCs will do it and the prices will collapse. If you\u2019re to truly succeed at the occupation, you\u2019ll need to also be an astute businessman, capable of weighing a wide range of different factors in order to determine where you can generate value that others are missing.\n\nWill research continue while I\u2019m offline? Will plants continue to grow?\nResearch requires constant intellectual analysis and decision-making as opposed to automated number crunching that lasts for an extended period of time. As such, progress is typically only made when a player is actively involved and pushing forward.\n\nFarming is different in that it\u2019s more labor intensive, but also in that plants continue to grow \u2013 regardless of whether the player is in the immediate vicinity \u2013 according to their environment. A player that leaves their ship behind and wanders off with a friend or into a city for too long, then, might return to find their crops withered and dead. Logging off entirely, however, will cause all plant growth to cease, so the expensive seeds that you just planted and that require constant attention will still be there when you return.\n\nWhat happens if the landing bay is filled with ships when someone respawning orders their replacement?\nWhen a player on board an Endeavor orders a ship, the request is added to a queue that controls access to the Hangar Bay. External ships requesting landing access interface with the same queue, such that only one ship ever has access to the Hangar Bay at a given time. The pilot may depressurize the bay at any time, which will blow any ships or players contained within it back out into space. This would typically only be done to clear out another player actively trying to cause problems by refusing to leave. Such ejection would often be followed by the pilot blacklisting the offender so that if they ever again attempted to dock the request could be automatically denied.\n\nEndeavor & Pods"},"links_count":1,"comment_count":123,"created_at":"2015-10-09T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 06:57:02","valid_relations":["images","links"],"prev_id":14993,"next_id":14995}}