{"data":{"id":16705,"title":"Q&A: RSI Apollo","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16705-Q-A-RSI-Apollo","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16705","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16705","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images":[{"id":7193,"name":"Apollo_layout.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/1fbdczy0c5xdnr\/source\/Apollo_layout.jpg","alt":"","size":1075579,"mime_type":"image\/jpeg","last_modified":"2018-08-08T12:50:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7193","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7193\/similar"},{"id":7195,"name":"RSI_Apollo_Promo_Doctor_PJ01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/365g87qeg5ez0r\/source\/RSI_Apollo_Promo_Doctor_PJ01.jpg","alt":"","size":420073,"mime_type":"image\/jpeg","last_modified":"2018-08-08T12:51:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7195","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7195\/similar"},{"id":7196,"name":"RSI_Apollo_Promo_Recovery_Drone_AL01_PJ01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/9apyyb252ofujr\/source\/RSI_Apollo_Promo_Recovery_Drone_AL01_PJ01.jpg","alt":"","size":3107655,"mime_type":"image\/jpeg","last_modified":"2018-08-08T12:51:04+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7196","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7196\/similar"},{"id":7198,"name":"RSI_Apollo_Promo_Interior_03_AL_PJ01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/91o2hgpeqdw6sr\/source\/RSI_Apollo_Promo_Interior_03_AL_PJ01.jpg","alt":"","size":5039595,"mime_type":"image\/jpeg","last_modified":"2018-08-17T21:08:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7198","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7198\/similar"},{"id":7199,"name":"RSI_Apollo_landed_topview_03_AL_Pj01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/4ur1vz6qzdgkhr\/source\/RSI_Apollo_landed_topview_03_AL_Pj01.jpg","alt":"","size":5641613,"mime_type":"image\/jpeg","last_modified":"2018-08-24T20:53:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7199","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7199\/similar"},{"id":7200,"name":"RSI_Apollo_Bonus_White_PJ01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ih7ick7buf02gr\/source\/RSI_Apollo_Bonus_White_PJ01.jpg","alt":"","size":3903828,"mime_type":"image\/jpeg","last_modified":"2018-08-08T12:51:33+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7200","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7200\/similar"},{"id":7201,"name":"RSI_Apollo_Landed_BackView_03_AL-1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/kt0nypr9u9pcpr\/source\/RSI_Apollo_Landed_BackView_03_AL-1.jpg","alt":"","size":8115923,"mime_type":"image\/jpeg","last_modified":"2018-08-08T12:51:59+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7201","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/7201\/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":25332,"name":"CS_42_METAL_LOGO_FINAL.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/z9s7qz7fkg6unr\/source\/CS_42_METAL_LOGO_FINAL.png","alt":"","size":1520766,"mime_type":"image\/png","last_modified":"2018-08-08T12:51:03+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25332","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25332\/similar"},{"id":26482,"name":"Shipdetail-Concept-Bg_bw.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c2ae7q1c7cg63r\/source\/Shipdetail-Concept-Bg_bw.jpg","alt":"","size":1111159,"mime_type":"image\/jpeg","last_modified":"2017-05-24T19:35:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482\/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":27,"translations":{"en_EN":"Q&A: RSI Apollo\n\nFollowing the launch of the Apollo from Roberts Space Industries, we took your community-voted questions to our designers to give you more information on the recently unveiled medical ship.\n\nIf you haven\u2019t watched our recent Ship Shape on the Apollo, you can do so here. Then, on Reverse the Verse, Corentin Billemont, John Crewe, and Paul Jones answered questions about the Apollo live on Twitch.\n\nSpecial thanks to John Crewe for providing the latest interior plan as linked below.\n\n\nWill there be any interactive \u2018doctor\u2019 gameplay to healing in med bays and first aid, or will it be automatic based on the tier of healing?\nThe design for doctor\/medical gameplay is not fully signed off, but it currently has interactive elements to it. One of the things that we always want to do with Star Citizen is to make player interactions physical rather than just pressing a button and walking away, an example being the current mining loop that requires a level of constant control instead of automatic extraction.\n\n\n\nWhat happens to the player while they\u2019re waiting to be picked up, transported, and healed \u2013 are they just sitting there doing nothing the whole time?\nCurrently, the plan is for the player to be physically immobilized during pickup, transportation, and healing. However, during the implementation process, we will review whether this is too much and if we need to provide some level of interaction. During these \u2018down\u2019 times, we\u2019ll make sure the player has access to feedback notifying them of their current state and an indicator showing the rough time until the next state.\n\n\nWill NPCs requiring treatment spawn in your ship?\nWe don\u2019t plan on this being a natural occurrence, as having six random NPCs suddenly turn up on your ship requiring treatment without warning would be a pretty unnerving experience. However, NPCs can be collected via drone and treated on your ship as a result of interactions you make, be it specific medical mission participation or as you respond to other relevant beacons.\n\n\nCan the Apollo expel players who refuse to leave after being healed?\nThe Apollo itself provides no specific method for doing this, but we expect owners will find their own unique ways to remove uncooperative patients!\n\n\n\u2018Search and rescue\u2019 gameplay involves a lot of looking and finding. How do the scanners on the Apollo compare to scanners on other ships, specifically the Terrapin and Cutlass Red, whose brochures and ship pages advertise that they can also be used as search and rescue craft?\nThe Terrapin and Cutlass Red both have medium scanners, whereas the Apollo has a large one, like the Carrack and some of the other bigger ships. While they both do the same things and can be used for the same purposes, large scanners have a higher range\/spread and give more accurate details.\n\n\nWhat happens to injured players who refuse to pay after being healed?\nIn order to prevent abuse, we expect to require players to pre-pay in aUEC\/UEC for treatment. It could be a voluntarily choice for conscious players, and be tied into the pre-accident request to respawn at an Apollo for those more gravely injured.\n\n\n\nWhat tier of beds will capital ship med bays have? Will they still rely on medical ship support?\nIt depends on the ship in question, but a ship with a dedicated medical bay will generally have a high tier bed to provide full medical support. Bear in mind that this will be of limited use if the ship itself is critically damaged and the crew is injured. It is unlikely that capital ships will have enough high tier beds to support serious recovery for the entire crew simultaneously (with the exception of those dedicated to the role, like the Endeavor Hope).\n\n\nAre there injuries that the Apollo cannot fix but the Endeavor can?\nAssuming the Apollo is equipped with the best tier of beds available, then it can fix the same injuries as the Endeavor as the functionality per bed is the same. However, the Endeavor won\u2019t have a loadout as limited as the Apollo, so can heal more people simultaneously.\n\n\nWill there be more variants of the Apollo, for example police\/military\/fighter\/transporter?\nThere are no plans for further RSI Apollo variants outside of the Medivac and Triage. We want this ship to stay focused on its current role.\n\n\n\nCan we sleep in a hospital bed to log off?\nThis is not something we currently plan on allowing, but we\u2019ll review it as the gameplay comes online.\n\n\nSince the ship only supports two crew members, does it mean we are limited to a pilot and a doctor as crew (it would be helpful if the crew positions\/roles could be fleshed out more for us)?\nWe don\u2019t see the roles being as strict as just \u2018pilot and doctor\u2019 and envisage both players taking part in recovery and treatment. While landed or docked in space, both crew can safely help. However, there is nothing to stop the pilot leaving their seat to help while the ship is flying (ideally in safe space!).\n\n\nIf the Apollo has tier 1 beds to allow respawning, will it also get a beacon for that like the Endeavor?\nYes, the beacon described in the Endeavor Q&A is very similar to our current Service Beacons and requests for medical assistance will be done through those.\n\n\nWill there be a cooldown on respawns for an individual player, or will it be limited by the resources carried on the Apollo?\nThere will likely be a cooldown period to promote the concept of death having serious consequences, but it will also be limited by the medical resources carried on the Apollo. While you could respawn multiple times on the same Apollo in the same game session, the overall respawn amount will be limited by the resources that the ship has available. Each spawn or recovery will use an amount of the equipment\/consumables required for medical gameplay.\n\n\nHow do you envision the balance between medical gameplay and time to kill (TTK)? Turning players into the kind of bullet sponges that facilitate the different stages of injuries and healing doesn\u2019t make for a fun FPS experience, while having a shorter TTK results in players dying too quickly to use anything other than tier 1 recovery.\nTTK will be increased as we bring more features online. However, we\u2019ll be constantly reviewing and amending the features that contribute to it to ensure all related gameplay feels as fun and immersive as possible. In previous releases, our TTK was quite high, but the UI gave very little feedback to the players about what was going on. This gave a poor feeling to both parties, but there are lots of systems due to be implemented that will prevent this from happening again.\n\n\nWhat\u2019s the advantage of the Apollo in comparison to a medical bay you can find on ships like the Carrack?\nThe Apollo\u2019s medical bay can hold more people than a non-medical focused ship (outside some of the capital ships mentioned above) and its modularity allows it to heal in ways the vast majority of ships can\u2019t.\n\n\n\nWill tier 1 medical bays support everything the lower tiers do?\nSuperior tiers will include all the functionality of lesser tiers. An interesting decision for the player will come in how they configure their bays \u2013 having higher tier beds limits the number of people you can heal and using them to provide lower tier healing could be a waste of time, space, and resources.\n\n\nDoes removing the medical modules increase the amount of SCU that can be used for cargo?\nThe medical bays can\u2019t be removed, so the maximum cargo capacity will still be 28 SCU.\n\n\nCan bounty hunters and slavers use the drones to retrieve unconscious hostile players?\nThe drones simply require the patient to be immobilized\/unconscious, what you do with them after that is up to you! The Apollo does not lock people into the medical beds, so unless you constantly monitor them they will either die from their injuries or wake up and become mobile again and require further restraining.\n\n\n\nWill the Apollo have outlaw applications, such as harvesting organs and limbs of PCs and NPCs captured, to further add depth\/profit to bounty hunting\/assassination missions?\nOrgan harvesting is not something we currently plan to support in medical gameplay!\n\n\nWill pulling high g-forces affect patients on board? If so, how are they affected?\nWe want the patients to stay in a state as stable as possible and the medical beds are designed to avoid this kind of thing (outside of catastrophic events, obviously). Long-term plans are for all players onboard all ships to be subject to g-force relevant to how the ship is being flown. Being restrained in either a seat or bed will mitigate this somewhat.\n\n\nCan Apollo owners set their ship to not be an active spawn point when they don\u2019t want people arriving on their ship?\nFor patients who are not in your friend list\/party, retrieving them is an active process using the drone. You will have to actively accept missions or go to beacons to recover non-party members, so there\u2019s no need to switch your ship off as a spawn point. However, when playing in a party (and the requirements to respawn are met, such as distance and capacity), players will automatically be given the option to respawn aboard your ship.\n\n\n\nAre medical consumables (hoses, sterilized needles, drugs, tools, blood\/plasma, etc.) stored in the med bay, or do they take up space in the cargo hold?\nMedical consumables must be stored in the cargo hold, but the plan is to balance it so that even on an intensive medical mission, you\u2019ll still have room for regular cargo if you wish. On the flipside, you may want to run with minimal medical supplies to just offer a couple of healing sessions and instead attempt cargo missions to generate additional income that way.","de_DE":"F&A: RSI Apollo\n\nNach dem Start der Apollo von Roberts Space Industries haben wir Ihre Fragen an unsere Designer weitergeleitet, um Ihnen weitere Informationen \u00fcber das k\u00fcrzlich vorgestellte Medizinschiff zu geben.\n\nWenn Sie unsere aktuelle Schiffsform auf der Apollo nicht gesehen haben, k\u00f6nnen Sie dies hier tun. Dann, auf Reverse the Vers, beantworteten Corentin Billemont, John Crewe und Paul Jones Fragen \u00fcber die Apollo live auf Twitch.\n\nBesonderer Dank gilt John Crewe f\u00fcr die Bereitstellung des neuesten Innenausbaus, wie unten beschrieben.\n\n\nWird es ein interaktives \u00e4rztliches\" Gameplay zur Heilung in medizinischen Buchten und erster Hilfe geben, oder wird es automatisch auf der Grundlage der Ebene der Heilung erfolgen?\nDas Design f\u00fcr Arzt\/Medizinisches Gameplay ist nicht vollst\u00e4ndig abgezeichnet, hat aber derzeit interaktive Elemente. Eines der Dinge, die wir mit Star Citizen immer tun wollen, ist, Spielerinteraktionen physisch zu gestalten, anstatt nur einen Knopf zu dr\u00fccken und wegzugehen, ein Beispiel daf\u00fcr ist die aktuelle Minenschleife, die eine konstante Kontrolle anstelle der automatischen Extraktion erfordert.\n\n\nWas passiert mit dem Spieler, w\u00e4hrend er darauf wartet, abgeholt, transportiert und geheilt zu werden - sitzen er nur da und tut die ganze Zeit nichts?\nDerzeit ist geplant, dass der Spieler w\u00e4hrend der Aufnahme, des Transports und der Heilung physisch immobilisiert wird. W\u00e4hrend des Implementierungsprozesses werden wir jedoch pr\u00fcfen, ob dies zu viel ist und ob wir ein gewisses Ma\u00df an Interaktion gew\u00e4hrleisten m\u00fcssen.\nW\u00e4hrend dieser \"Down\"-Zeiten stellen wir sicher, dass der Spieler Zugang zu Feedback hat, das ihn \u00fcber seinen aktuellen Zustand informiert, und zu einem Indikator, der die ung\u00fcnstige Zeit bis zum n\u00e4chsten Zustand anzeigt.\n\n\nWerden NSCs, die eine Behandlung ben\u00f6tigen, in deinem Schiff spawnen?\n\nWir planen nicht, dass dies ein nat\u00fcrliches Ereignis ist, da es eine ziemlich beunruhigende Erfahrung w\u00e4re, wenn sechs zuf\u00e4llige NSCs pl\u00f6tzlich auf deinem Schiff auftauchen, die ohne Vorwarnung behandelt werden m\u00fcssen. NSCs k\u00f6nnen jedoch per Drohne abgeholt und auf deinem Schiff als Ergebnis von Interaktionen behandelt werden, die du machst, sei es durch die Teilnahme an einer bestimmten medizinischen Mission oder durch die Reaktion auf andere relevante Baken.\n\n\nKann der Apollo Spieler vertreiben, die sich weigern zu gehen, nachdem sie geheilt wurden?\nDer Apollo selbst bietet daf\u00fcr keine spezifische Methode, aber wir erwarten, dass die Besitzer ihre eigenen einzigartigen M\u00f6glichkeiten finden werden, unkooperative Patienten zu entfernen!\n\n\nDas Gameplay \"Search and Rescue\" erfordert viel Suchen und Finden. Wie stehen die Scanner auf der Apollo im Vergleich zu den Scannern auf anderen Schiffen, insbesondere der Terrapin und Cutlass Red, deren Brosch\u00fcren und Schiffsseiten daf\u00fcr werben, dass sie auch als Such- und Rettungsfahrzeug eingesetzt werden k\u00f6nnen?\nDie Terrapin und Cutlass Red haben beide mittlere Scanner, w\u00e4hrend die Apollo einen gro\u00dfen hat, wie die Carrack und einige der anderen gr\u00f6\u00dferen Schiffe. W\u00e4hrend beide das Gleiche tun und f\u00fcr die gleichen Zwecke verwendet werden k\u00f6nnen, haben gro\u00dfe Scanner eine h\u00f6here Reichweite\/Spreizung und geben genauere Details.\n\n\nWas passiert mit verletzten Spielern, die sich weigern zu zahlen, nachdem sie geheilt wurden?\nUm Missbrauch zu verhindern, erwarten wir, dass die Spieler in aUEC\/UEC f\u00fcr die Behandlung Vorauszahlung verlangen. Es k\u00f6nnte eine freiwillige Entscheidung f\u00fcr bewusste Spieler sein und in den Antrag vor dem Unfall eingebunden werden, bei einem Apollo f\u00fcr die Schwerverletzten wieder zu erscheinen.\n\n\n\n\nWelche Bettenkategorie wird die Capital Ship Med Bays haben? Werden sie sich weiterhin auf die Unterst\u00fctzung durch medizinische Schiffe verlassen?\nEs h\u00e4ngt vom jeweiligen Schiff ab, aber ein Schiff mit einer speziellen medizinischen Bucht verf\u00fcgt in der Regel \u00fcber ein hochrangiges Bett, um volle medizinische Unterst\u00fctzung zu bieten. Beachten Sie, dass dies nur bedingt sinnvoll ist, wenn das Schiff selbst schwer besch\u00e4digt wird und die Besatzung verletzt wird. Es ist unwahrscheinlich, dass Gro\u00dfschiffe \u00fcber gen\u00fcgend hohe Betten verf\u00fcgen werden, um eine ernsthafte Erholung der gesamten Besatzung gleichzeitig zu unterst\u00fctzen (mit Ausnahme derer, die sich der Rolle widmen, wie die Endeavor Hope).\n\n\nGibt es Verletzungen, die die Apollo nicht beheben k\u00f6nnen, aber die Endeavor?\nAngenommen, die Apollo ist mit der besten Bettenkategorie ausgestattet, dann kann sie die gleichen Verletzungen wie die Endeavor beheben, da die Funktionalit\u00e4t pro Bett die gleiche ist. Allerdings wird die Endeavor keine so begrenzte Auslastung haben wie die Apollo, so dass sie mehr Menschen gleichzeitig heilen kann.\n\n\nWird es mehr Varianten des Apollo geben, z.B. Polizei\/Milit\u00e4r\/K\u00e4mpfer\/Transporter?\nEs gibt keine Pl\u00e4ne f\u00fcr weitere RSI Apollo-Varianten au\u00dferhalb von Medivac und Triage. Wir wollen, dass sich dieses Schiff weiterhin auf seine derzeitige Rolle konzentriert.\n\n\n\n\nK\u00f6nnen wir in einem Krankenhausbett schlafen, um uns abzumelden?\nDas ist nichts, was wir derzeit erlauben wollen, aber wir werden es \u00fcberpr\u00fcfen, sobald das Gameplay online ist.\n\n\nDa das Schiff nur zwei Besatzungsmitglieder unterst\u00fctzt, bedeutet das, dass wir uns auf einen Lotsen und einen Arzt als Besatzung beschr\u00e4nken (es w\u00e4re hilfreich, wenn die Besatzungspositionen\/Rollen f\u00fcr uns besser ausgearbeitet werden k\u00f6nnten)?\nWir sehen die Rollen nicht so streng wie nur \"Pilot und Arzt\" und sehen beide Akteure in der Genesung und Behandlung. W\u00e4hrend der Landung oder im Weltraum angedockt, kann beide Besatzungen sicher helfen. Nichts hindert den Piloten jedoch daran, seinen Sitz zu verlassen, um w\u00e4hrend des Fluges des Schiffes zu helfen (idealerweise im sicheren Raum!).\n\n\nWenn die Apollo \u00fcber Tier-1-Betten verf\u00fcgt, um das Wiederbeleben zu erm\u00f6glichen, wird sie dann auch ein Leuchtfeuer daf\u00fcr bekommen, wie die Endeavor?\nJa, das in der Endeavor Q&A beschriebene Leuchtfeuer ist unseren aktuellen Service Beacons sehr \u00e4hnlich und Anfragen nach medizinischer Hilfe werden \u00fcber diese gestellt.\n\n\nWird es f\u00fcr einen einzelnen Spieler eine Abklingzeit bei Wiederholungen geben, oder wird sie durch die auf dem Apollo befindlichen Ressourcen begrenzt?\nEs wird wahrscheinlich eine Abklingzeit geben, um das Konzept des Todes mit schwerwiegenden Folgen zu f\u00f6rdern, aber es wird auch durch die medizinischen Ressourcen der Apollo begrenzt sein. Sie k\u00f6nnen zwar mehrmals auf demselben Apollo in derselben Spielsitzung wiederbeleben, aber die Gesamtmenge der Wiederbelebungen wird durch die Ressourcen begrenzt, die das Schiff zur Verf\u00fcgung hat. Jeder Spawn oder jede Erholung wird eine Menge der f\u00fcr das medizinische Gameplay ben\u00f6tigten Ger\u00e4te\/Verbrauchsmaterialien verwenden.\n\n\nWie stellst du dir das Gleichgewicht zwischen medizinischem Gameplay und Time to kill (TTK) vor? Spieler in die Art von Kugelschw\u00e4mmen zu verwandeln, die die verschiedenen Stadien von Verletzungen und Heilung erleichtern, macht kein lustiges FPS-Erlebnis, w\u00e4hrend ein k\u00fcrzeres TTK dazu f\u00fchrt, dass Spieler zu schnell sterben, um etwas anderes als Tier-1-Recovery zu nutzen.\nTTK wird erh\u00f6ht, da wir mehr Funktionen online stellen. Wir werden jedoch die Funktionen, die dazu beitragen, st\u00e4ndig \u00fcberpr\u00fcfen und \u00e4ndern, um sicherzustellen, dass sich das gesamte Gameplay so angenehm und eindringlich wie m\u00f6glich anf\u00fchlt. In fr\u00fcheren Versionen war unser TTK ziemlich hoch, aber die Benutzeroberfl\u00e4che gab den Spielern nur sehr wenig Feedback dar\u00fcber, was los war. Dies gab beiden Parteien ein schlechtes Gef\u00fchl, aber es gibt viele Systeme, die implementiert werden m\u00fcssen, um zu verhindern, dass sich dies wiederholt.\n\n\nWas ist der Vorteil der Apollo im Vergleich zu einer Krankenstation, die Sie auf Schiffen wie der Carrack finden?\nDie medizinische Bucht der Apollo kann mehr Menschen aufnehmen als ein nicht-medizinisch ausgerichtetes Schiff (au\u00dferhalb einiger der oben genannten Hauptschiffe), und ihre Modularit\u00e4t erm\u00f6glicht es ihr, auf eine Weise zu heilen, die die \u00fcberwiegende Mehrheit der Schiffe nicht kann.\n\n\n\n\nWerden Tier-1-Krankenh\u00e4user alles unterst\u00fctzen, was die unteren Ebenen tun?\nDie \u00fcbergeordneten Stufen beinhalten die gesamte Funktionalit\u00e4t der kleineren Stufen. Eine interessante Entscheidung f\u00fcr den Spieler wird sein, wie er seine Buchten konfiguriert - h\u00f6here Betten begrenzen die Anzahl der Menschen, die man heilen kann, und ihre Verwendung zur Heilung auf niedrigerer Ebene k\u00f6nnte eine Verschwendung von Zeit, Platz und Ressourcen sein.\n\n\nErh\u00f6ht der Ausbau der medizinischen Module die Menge an SCU, die f\u00fcr die Ladung verwendet werden kann?\nDie medizinischen F\u00e4cher k\u00f6nnen nicht entfernt werden, so dass die maximale Ladekapazit\u00e4t weiterhin 28 SCU betr\u00e4gt.\n\n\nK\u00f6nnen Kopfgeldj\u00e4ger und Sklavenhalter die Drohnen benutzen, um unbewusste, feindliche Spieler zu finden?\nDie Drohnen verlangen einfach, dass der Patient immobilisiert\/unbewusst ist, was du danach mit ihnen machst, liegt an dir! Der Apollo sperrt die Menschen nicht in die medizinischen Betten, so dass sie, wenn Sie sie nicht st\u00e4ndig \u00fcberwachen, entweder an ihren Verletzungen sterben oder aufwachen und wieder mobil werden und weitere R\u00fcckhaltema\u00dfnahmen ben\u00f6tigen.\n\n\n\n\nWerden die Apollo Gesetzlose Anwendungen wie die Entnahme von Organen und Gliedma\u00dfen von PCs und NSCs haben, um den Missionen zur Kopfgeldjagd und Ermordung noch mehr Tiefe und Gewinn zu verleihen?\nDie Organentnahme ist nicht etwas, was wir derzeit im medizinischen Gameplay unterst\u00fctzen wollen!\n\n\nWird das Ziehen hoher g-Kr\u00e4fte die Patienten an Bord beeintr\u00e4chtigen? Wenn ja, wie sind sie betroffen?\nWir wollen, dass die Patienten in einem m\u00f6glichst stabilen Zustand bleiben, und die medizinischen Betten sind so konzipiert, dass solche Dinge vermieden werden (nat\u00fcrlich au\u00dferhalb von Katastrophenereignissen). Langfristig ist geplant, dass alle Spieler an Bord aller Schiffe einer g-force unterliegen, die f\u00fcr die Art und Weise, wie das Schiff geflogen wird, relevant ist. Wenn man sich entweder in einem Sitz oder einem Bett zur\u00fcckh\u00e4lt, wird dies etwas gemildert.\n\n\nK\u00f6nnen Apollo-Besitzer ihr Schiff so einstellen, dass es kein aktiver Spawn-Punkt ist, wenn sie nicht wollen, dass Menschen auf ihrem Schiff ankommen?\nF\u00fcr Patienten, die sich nicht in Ihrer Freundesliste\/Party befinden, ist das Abrufen ein aktiver Prozess mit der Drohne. Du musst aktiv Missionen annehmen oder zu Baken gehen, um Nicht-Gruppenmitglieder zu bergen, so dass es nicht notwendig ist, dein Schiff als Spawnpunkt auszuschalten.\nWenn Sie jedoch in einer Gruppe spielen (und die Voraussetzungen f\u00fcr das Wiederbeleben erf\u00fcllt sind, wie Entfernung und Kapazit\u00e4t), erhalten die Spieler automatisch die M\u00f6glichkeit, an Bord Ihres Schiffes wieder zu beleben.\n\n\n\n\nWerden medizinische Verbrauchsmaterialien (Schl\u00e4uche, sterilisierte Nadeln, Medikamente, Werkzeuge, Blut\/Plasma, etc.) im Med-Bay gelagert oder nehmen sie Platz im Frachtraum ein?\nMedizinische Verbrauchsmaterialien m\u00fcssen im Frachtraum gelagert werden, aber es ist geplant, sie so auszugleichen, dass Sie auch bei einer intensiven medizinischen Mission noch Platz f\u00fcr regelm\u00e4\u00dfige Ladung haben, wenn Sie wollen.\nAuf der anderen Seite k\u00f6nnen Sie mit minimaler medizinischer Versorgung laufen, um nur ein paar Heilungssitzungen anzubieten und stattdessen versuchen, mit Frachtmissionen zus\u00e4tzliche Einnahmen zu generieren.","zh_CN":"Q&A: RSI Apollo\n\nFollowing the launch of the Apollo from Roberts Space Industries, we took your community-voted questions to our designers to give you more information on the recently unveiled medical ship.\n\nIf you haven\u2019t watched our recent Ship Shape on the Apollo, you can do so here. Then, on Reverse the Verse, Corentin Billemont, John Crewe, and Paul Jones answered questions about the Apollo live on Twitch.\n\nSpecial thanks to John Crewe for providing the latest interior plan as linked below.\n\n\nWill there be any interactive \u2018doctor\u2019 gameplay to healing in med bays and first aid, or will it be automatic based on the tier of healing?\nThe design for doctor\/medical gameplay is not fully signed off, but it currently has interactive elements to it. One of the things that we always want to do with Star Citizen is to make player interactions physical rather than just pressing a button and walking away, an example being the current mining loop that requires a level of constant control instead of automatic extraction.\n\n\n\nWhat happens to the player while they\u2019re waiting to be picked up, transported, and healed \u2013 are they just sitting there doing nothing the whole time?\nCurrently, the plan is for the player to be physically immobilized during pickup, transportation, and healing. However, during the implementation process, we will review whether this is too much and if we need to provide some level of interaction. During these \u2018down\u2019 times, we\u2019ll make sure the player has access to feedback notifying them of their current state and an indicator showing the rough time until the next state.\n\n\nWill NPCs requiring treatment spawn in your ship?\nWe don\u2019t plan on this being a natural occurrence, as having six random NPCs suddenly turn up on your ship requiring treatment without warning would be a pretty unnerving experience. However, NPCs can be collected via drone and treated on your ship as a result of interactions you make, be it specific medical mission participation or as you respond to other relevant beacons.\n\n\nCan the Apollo expel players who refuse to leave after being healed?\nThe Apollo itself provides no specific method for doing this, but we expect owners will find their own unique ways to remove uncooperative patients!\n\n\n\u2018Search and rescue\u2019 gameplay involves a lot of looking and finding. How do the scanners on the Apollo compare to scanners on other ships, specifically the Terrapin and Cutlass Red, whose brochures and ship pages advertise that they can also be used as search and rescue craft?\nThe Terrapin and Cutlass Red both have medium scanners, whereas the Apollo has a large one, like the Carrack and some of the other bigger ships. While they both do the same things and can be used for the same purposes, large scanners have a higher range\/spread and give more accurate details.\n\n\nWhat happens to injured players who refuse to pay after being healed?\nIn order to prevent abuse, we expect to require players to pre-pay in aUEC\/UEC for treatment. It could be a voluntarily choice for conscious players, and be tied into the pre-accident request to respawn at an Apollo for those more gravely injured.\n\n\n\nWhat tier of beds will capital ship med bays have? Will they still rely on medical ship support?\nIt depends on the ship in question, but a ship with a dedicated medical bay will generally have a high tier bed to provide full medical support. Bear in mind that this will be of limited use if the ship itself is critically damaged and the crew is injured. It is unlikely that capital ships will have enough high tier beds to support serious recovery for the entire crew simultaneously (with the exception of those dedicated to the role, like the Endeavor Hope).\n\n\nAre there injuries that the Apollo cannot fix but the Endeavor can?\nAssuming the Apollo is equipped with the best tier of beds available, then it can fix the same injuries as the Endeavor as the functionality per bed is the same. However, the Endeavor won\u2019t have a loadout as limited as the Apollo, so can heal more people simultaneously.\n\n\nWill there be more variants of the Apollo, for example police\/military\/fighter\/transporter?\nThere are no plans for further RSI Apollo variants outside of the Medivac and Triage. We want this ship to stay focused on its current role.\n\n\n\nCan we sleep in a hospital bed to log off?\nThis is not something we currently plan on allowing, but we\u2019ll review it as the gameplay comes online.\n\n\nSince the ship only supports two crew members, does it mean we are limited to a pilot and a doctor as crew (it would be helpful if the crew positions\/roles could be fleshed out more for us)?\nWe don\u2019t see the roles being as strict as just \u2018pilot and doctor\u2019 and envisage both players taking part in recovery and treatment. While landed or docked in space, both crew can safely help. However, there is nothing to stop the pilot leaving their seat to help while the ship is flying (ideally in safe space!).\n\n\nIf the Apollo has tier 1 beds to allow respawning, will it also get a beacon for that like the Endeavor?\nYes, the beacon described in the Endeavor Q&A is very similar to our current Service Beacons and requests for medical assistance will be done through those.\n\n\nWill there be a cooldown on respawns for an individual player, or will it be limited by the resources carried on the Apollo?\nThere will likely be a cooldown period to promote the concept of death having serious consequences, but it will also be limited by the medical resources carried on the Apollo. While you could respawn multiple times on the same Apollo in the same game session, the overall respawn amount will be limited by the resources that the ship has available. Each spawn or recovery will use an amount of the equipment\/consumables required for medical gameplay.\n\n\nHow do you envision the balance between medical gameplay and time to kill (TTK)? Turning players into the kind of bullet sponges that facilitate the different stages of injuries and healing doesn\u2019t make for a fun FPS experience, while having a shorter TTK results in players dying too quickly to use anything other than tier 1 recovery.\nTTK will be increased as we bring more features online. However, we\u2019ll be constantly reviewing and amending the features that contribute to it to ensure all related gameplay feels as fun and immersive as possible. In previous releases, our TTK was quite high, but the UI gave very little feedback to the players about what was going on. This gave a poor feeling to both parties, but there are lots of systems due to be implemented that will prevent this from happening again.\n\n\nWhat\u2019s the advantage of the Apollo in comparison to a medical bay you can find on ships like the Carrack?\nThe Apollo\u2019s medical bay can hold more people than a non-medical focused ship (outside some of the capital ships mentioned above) and its modularity allows it to heal in ways the vast majority of ships can\u2019t.\n\n\n\nWill tier 1 medical bays support everything the lower tiers do?\nSuperior tiers will include all the functionality of lesser tiers. An interesting decision for the player will come in how they configure their bays \u2013 having higher tier beds limits the number of people you can heal and using them to provide lower tier healing could be a waste of time, space, and resources.\n\n\nDoes removing the medical modules increase the amount of SCU that can be used for cargo?\nThe medical bays can\u2019t be removed, so the maximum cargo capacity will still be 28 SCU.\n\n\nCan bounty hunters and slavers use the drones to retrieve unconscious hostile players?\nThe drones simply require the patient to be immobilized\/unconscious, what you do with them after that is up to you! The Apollo does not lock people into the medical beds, so unless you constantly monitor them they will either die from their injuries or wake up and become mobile again and require further restraining.\n\n\n\nWill the Apollo have outlaw applications, such as harvesting organs and limbs of PCs and NPCs captured, to further add depth\/profit to bounty hunting\/assassination missions?\nOrgan harvesting is not something we currently plan to support in medical gameplay!\n\n\nWill pulling high g-forces affect patients on board? If so, how are they affected?\nWe want the patients to stay in a state as stable as possible and the medical beds are designed to avoid this kind of thing (outside of catastrophic events, obviously). Long-term plans are for all players onboard all ships to be subject to g-force relevant to how the ship is being flown. Being restrained in either a seat or bed will mitigate this somewhat.\n\n\nCan Apollo owners set their ship to not be an active spawn point when they don\u2019t want people arriving on their ship?\nFor patients who are not in your friend list\/party, retrieving them is an active process using the drone. You will have to actively accept missions or go to beacons to recover non-party members, so there\u2019s no need to switch your ship off as a spawn point. However, when playing in a party (and the requirements to respawn are met, such as distance and capacity), players will automatically be given the option to respawn aboard your ship.\n\n\n\nAre medical consumables (hoses, sterilized needles, drugs, tools, blood\/plasma, etc.) stored in the med bay, or do they take up space in the cargo hold?\nMedical consumables must be stored in the cargo hold, but the plan is to balance it so that even on an intensive medical mission, you\u2019ll still have room for regular cargo if you wish. On the flipside, you may want to run with minimal medical supplies to just offer a couple of healing sessions and instead attempt cargo missions to generate additional income that way."},"links_count":3,"comment_count":93,"created_at":"2018-08-08T00:00:00+00:00","created_at_human":"7 years ago"},"meta":{"processed_at":"2026-04-25 06:45:58","valid_relations":["images","links","translations"],"prev_id":16704,"next_id":16706}}