{"data":{"id":20755,"title":"Life, Death, and Life Again Beyond 4.3.1","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/SCW\/20755-API","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/20755","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/20755","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":36353,"name":"TAB_BLUE.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/evd7o7ky3man2r\/source\/TAB_BLUE.png","alt":"","size":5370,"mime_type":"image\/png","last_modified":"2024-07-31T09:29:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36353","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/36353\/similar"},{"id":39341,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/o8rwqzogp4uuk\/source.png","alt":"","size":473059,"mime_type":"image\/png","last_modified":"2024-09-03T19:52:57+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39341","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/39341\/similar"},{"id":42170,"name":"medical-characters-footer.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/b89b94c061ba8677d7f805d295bfb058e7bbcc45\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseuuX2fCk7U7xx1EyMAZnehXVzkNdD6rD4\/medical-characters-footer.jpg","alt":"g-banner-advanced","size":992123,"mime_type":"image\/jpeg","last_modified":"2025-09-05T15:41:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42170","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42170\/similar"},{"id":42176,"name":"star-citizen-rsi-medivac-gal-02-4k.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/897c48e81a22123f4561e95628c2f1238e8d38d1\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjResjqX6U3jsiGfjy3TarDYPJP2ViE14PJdz6\/star-citizen-rsi-medivac-gal-02-4k.jpg","alt":"g-banner-advanced","size":1451066,"mime_type":"image\/jpeg","last_modified":"2025-08-28T12:07:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42176","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42176\/similar"},{"id":42178,"name":"flowchart1-v2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/i\/45a66f6bd9e5c80097c3049bc18bcab98a540512\/ADdPNihJzmPbNuTnFsH1DqUeqBRpXdSXVVtgJTyDDgscGKrzJuoFjReseSThU6ZwewHbHYZFxAKKNTNtz7ZTAqLQv\/flowchart1-v2.jpg","alt":"g-banner-advanced","size":324218,"mime_type":"image\/jpeg","last_modified":"2025-09-05T14:18:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42178","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/42178\/similar"}],"images_count":15,"translations":{"en_EN":"IntroductionMedical Gameplay, like other systems within the Star Citizen universe such as mining and salvage, is not a standalone endeavor within the overall development of the project. It is inexorably and essentially linked with several other systems like the Actor Status System, Scanning, FPS traversal, beacons and more.\n\nBecause of this, forward development is often dependent on outstanding work to related-systems first, and it can often seem like this vital and important aspect of our intended Star Citizen experience has taken a back seat to other, flashier systems.\n\nThis unfortunate reality was compounded earlier this year with the release of Server Meshing, which had an adverse effect on beacons, which were not and still have not been fully updated and converted to the multiple star system reality of 600 players we have today.\n\nWhile Alpha 4.3.1 brings several new aspects to medical beds and restores some of the recently lost rescue beacons functionality, we wanted to take this opportunity to explore the intended future for regeneration beyond Alpha 4.3.1.\n\nThis is not the comprehensive Death of a Spaceman we're still driving towards, but a brief exploration of some of the changes and additions we'll encounter along the way, all currently in development.\n\nIt is also worth noting that similar to every other Design Brief we've done, the information within accurately reflects our current development intentions at the time of publishing, but we always reserve the right to listen, adapt, improve, or change features and designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.\n\n\nLife, and Death, and Life Again Beyond 4.3.1\n\nWhile much of medical gameplay is rightly aimed at preventing death, we must still do everything we can to prepare for the worst, while giving you meaningful and strategic options for getting back into the 'verse as soon as possible post-death.\n\nTo that end, the following additional changes to medical beds are currently in development:\n\nAdding the ability to imprint on multiple medical beds at once.\n\nAdding the ability to choose which imprinted medical bed you wish to regenerate at.\n\nAdding new conditions which may limit regeneration, such as cooldown timers or regeneration limits before re-registration of an imprint is required.\n\n\nMultiple Imprints at Once\n\nThe first key to this will be to allow you to have multiple imprints at different locations simultaneously, allowing you a tactical choice upon incapacitation if no help is available, of choosing where you regenerate next.\n\nThese choices will fall into one of four categories:\n\nCategory Description Landing Zone The last landing zone hospital bed you imprinted on. Ship\/Vehicle The last vehicle you imprinted on. Home Base The last medical bed you imprinted on at a base you or your org own. Temporary A bed which does not fall under any of the three categories above. For example, a POI location like Storm Breaker.\nMedBed Conditions\n\nIn Alpha 4.3.1 the MedGel requirement was added to medical beds, providing another condition that needed to be met for successful healing and regeneration: being stocked.\n\nIn the future, there may be other conditions you encounter that affect or limit your ability to use a specific medical bed either owned by another player or found in the wild. These are not global conditions applied to all medical beds, but specific states enabled by deliberate content or player action.\n\nAdditionally, some of these conditions may be found combined with one another.\n\nCondition Description Manual MedGel Panacea MedGel is a resource that is added to the medical bed by you for the unit to function. Added in Alpha 4.3.1.\nAuto MedGel The MedBed requires MedGel to function, but will automatically restock at a set rate. No one can manually restock the unit.\nTemporary Imprint Your imprint lasts for X amount of time. After imprinting, a cooldown of Y time starts before you can imprint there again.\nRegeneration Timer You may only regenerate at this location once every X timeframe. Timer is individual to each person.\nDelete Imprint You may remove the imprint(s) of anyone from a bed. Enabled by Event The bed is only made functional by an event occurring or you performing a specific action.\nDisabled by Event The bed is no longer functional by an event occurring or you performing a specific action. Imprint is not lost; you just cannot heal or respawn while disabled.\nDisabled by Distortion The medical bed has been disabled by distortion damage. Imprint is not lost; you just cannot heal or respawn while disabled.\nDisabled by Soft Death The medical bed has been disabled by vehicle soft-death state. Imprint is not lost; you just cannot heal or respawn while disabled.\nInvalidated by Distance If you travel more than X distance away from the medical bed, you may lose your imprint status at that location.\nSystem UEC Fees The location of this bed has set a UEC fee for healing or regenerating.\nPlayer-Defined UEC Fees The player-owner of this bed has set a UEC fee for healing or regenerating. vehicle. Must be placed in area owned by a player to function. There is a system tax of X%.\nPermission Editable The owner of this bed has set the permissions of who is able to use it. Must be placed in area owned by a player to function.\nDestructible The bed can be destroyed and so the imprints are lost.\nMedbed PermissionsIf a medical bed is within your ship, vehicle or base, then you may set permissions limiting who can use it to heal and imprint independently:\n\nOnly You (overrules all other options)\n\nEveryone (overrules options below)\n\nFriends\n\nParty Members\n\nOrg Members\n\n\nChanges to the Regeneration Interface\n\nTo account for these changes, including the ability to imprint and regenerate at multiple locations and apply a variety of status conditions to a medical bed, a new interface is currently in development.\n\nElement Description [1] Game Chat Game chat is still accessible while incapacitated. [2] Incapacitated Info Incapacitated text is moved away from the bottom of the screen to make room for the regeneration bar. [3] Regeneration Options Hold for X seconds to activate. From left to right: Landing Zone, Primary Vehicle, Home Base, Temporary and Rescue Beacon. [4] Invalid Location If your location is not valid for regeneration an error is shown, providing context for why the bed is unavailable.\n[5] Regeneration Conditions Displays any conditions for regeneration the medbed may have. [6] Deploy Beacon Initiates the flow for deploying a Rescue Beacon. [7] Minimize The Regeneration Bar can be minimized giving you a better view of your surroundings if revival by companion is anticipated and regeneration is unneeded.\nRescue Beacons\n\nSince the launch of Alpha 4.0 the Rescue Beacon system has suffered from several legacy design elements that are waiting to be updated:\n\nWith the increased player capacity of 600 people, the existing notification system became unmanageable and needs to be refactored.\n\nWith the addition of multiple star systems, the marker system needs to be updated to provide intermediate destinations (like a nearby jump point.)\n\nWith both factors, a better way of finding and sorting them is needed.\n\nAdditionally, we need several UI improvements, including a way for first responders to see the last several medical beacons a player has sent, to better judge the likelihood of ambush.\n\nWhile we can provide no dates or estimates for when these fixes and additions will arrive, we wanted to acknowledge that we're aware of the issues, and re-iterate our intention to address these issues on our road to 1.0.\n\n\nA Note to the First Responders\n\nOf the many aspects that excite us about this universe we continue to build each and every release, medical gameplay, and specifically the role of first responders in the 'verse, is something that inspires many of us to continue bringing these facets to life.\n\nWhereas mining, salvage, transport, racing, combat and more all provide personal dividends in credits\/loot\/bragging rights, the acts of those who dedicate their time specifically, intentionally and frequently towards helping others has a nobility and positive effect on everyone. These are acts we want to better support going forward.\n\nThis begins with the medical bed evolutions listed above, and continues through restoring and improving the rescue beacon system in the future, but there's even more we can do on our journey towards Death of a Spaceman and Star Citizen 1.0. It will take time, and we'll share more details as those releases approach, but in the meantime, we wanted to say that we see you: those people who fight not for riches and individual prosperity, but to help your fellow citizen day in and day out, and make the persistent universe a better place to live in.\n\nThank you for helping others, and we're exploring what more we can do to help you along the way.","de_DE":"EinleitungDas medizinische Spiel ist, wie andere Systeme im Star Citizen Universum, wie z.B. der Bergbau und die Bergung, kein eigenst\u00e4ndiges Unterfangen innerhalb der Gesamtentwicklung des Projekts. Es ist unaufhaltsam und wesentlich mit verschiedenen anderen Systemen wie dem Actor Status System, Scanning, FPS Traversal, Beacons und mehr verbunden.\n\nAus diesem Grund ist die weitere Entwicklung oft davon abh\u00e4ngig, dass zuerst an den verwandten Systemen gearbeitet wird, und es hat oft den Anschein, als ob dieser wichtige Aspekt unseres Star Citizen-Erlebnisses zugunsten anderer, auff\u00e4lligerer Systeme in den Hintergrund ger\u00e4t.\n\nDiese ungl\u00fcckliche Tatsache wurde Anfang des Jahres mit der Ver\u00f6ffentlichung des Server Meshing noch verst\u00e4rkt, was sich negativ auf die Baken auswirkte, die nicht vollst\u00e4ndig aktualisiert und auf die Realit\u00e4t von 600 Spielern mit mehreren Sternensystemen umgestellt wurden und immer noch werden.\n\nAlpha 4.3.1 bringt einige neue Aspekte f\u00fcr medizinische Betten und stellt einige der k\u00fcrzlich verloren gegangenen Funktionen f\u00fcr Rettungsbaken wieder her. Wir m\u00f6chten diese Gelegenheit nutzen, um die Zukunft der Regeneration nach Alpha 4.3.1 zu erkunden.\n\nDies ist nicht der umfassende Tod eines Raumfahrers, auf den wir immer noch zusteuern, sondern eine kurze Erkundung einiger \u00c4nderungen und Erg\u00e4nzungen, die wir auf dem Weg dorthin antreffen werden und die sich alle noch in der Entwicklung befinden.\n\nWie bei allen anderen Design Briefs, die wir erstellt haben, spiegeln die darin enthaltenen Informationen unsere aktuellen Entwicklungsabsichten zum Zeitpunkt der Ver\u00f6ffentlichung wider. Wir behalten uns jedoch immer das Recht vor, auf Feedback, Spieltests, Design\u00fcberarbeitungen oder andere \u00dcberlegungen zur Verbesserung der Ausgewogenheit oder der Qualit\u00e4t des Spiels insgesamt zu reagieren und Funktionen und Designs anzupassen, zu verbessern oder zu \u00e4ndern.\n\n\nLeben und Tod und wieder Leben jenseits von 4.3.1\n\nAuch wenn ein gro\u00dfer Teil des medizinischen Gameplays zu Recht darauf abzielt, den Tod zu verhindern, m\u00fcssen wir dennoch alles tun, um uns auf das Schlimmste vorzubereiten, und dir gleichzeitig sinnvolle und strategische Optionen geben, um nach dem Tod wieder ins 'Verse' zur\u00fcckzukehren.\n\nZu diesem Zweck sind die folgenden zus\u00e4tzlichen \u00c4nderungen an den Krankenbetten derzeit in der Entwicklung:\n\nHinzuf\u00fcgen der M\u00f6glichkeit, mehrere Krankenbetten gleichzeitig zu pr\u00e4gen.\n\nHinzuf\u00fcgen der M\u00f6glichkeit zu w\u00e4hlen, an welchem bedruckten Krankenbett du dich regenerieren m\u00f6chtest.\n\nHinzuf\u00fcgen neuer Bedingungen, die die Regeneration einschr\u00e4nken k\u00f6nnen, z. B. Abk\u00fchlungszeiten oder Regenerationsgrenzen, bevor eine erneute Registrierung eines Aufdrucks erforderlich ist.\n\n\nMehrere Abdr\u00fccke auf einmal\n\nDer erste Schl\u00fcssel dazu ist, dass du mehrere Abdr\u00fccke an verschiedenen Orten gleichzeitig machen kannst. So kannst du taktisch entscheiden, wo du dich als n\u00e4chstes regenerierst, wenn du au\u00dfer Gefecht gesetzt bist und keine Hilfe verf\u00fcgbar ist.\n\nDiese Wahl f\u00e4llt in eine von vier Kategorien:\n\nKategorie Beschreibung Landezone Das letzte Krankenhausbett in der Landezone, auf das du gepr\u00e4gt hast. Schiff\/Fahrzeug Das letzte Fahrzeug, auf das du aufgedruckt hast. Heimatbasis Das letzte medizinische Bett, das du auf einer Basis, die dir oder deiner Organisation geh\u00f6rt, aufgedruckt hast. Tempor\u00e4r Ein Bett, das nicht unter eine der drei oben genannten Kategorien f\u00e4llt. Zum Beispiel ein POI-Standort wie Storm Breaker.\nMedBed Bedingungen\n\nIn Alpha 4.3.1 wurde die MedGel-Bedingung zu den medizinischen Betten hinzugef\u00fcgt, um eine weitere Bedingung f\u00fcr erfolgreiche Heilung und Regeneration zu erf\u00fcllen: die Vorratshaltung.\n\nIn Zukunft kann es weitere Bedingungen geben, die deine F\u00e4higkeit, ein bestimmtes medizinisches Bett zu benutzen, beeinflussen oder einschr\u00e4nken, entweder weil es einem anderen Spieler geh\u00f6rt oder weil du es in der Wildnis gefunden hast. Dabei handelt es sich nicht um globale Bedingungen, die f\u00fcr alle medizinischen Betten gelten, sondern um bestimmte Zust\u00e4nde, die durch bewusste Inhalte oder Spieleraktionen erm\u00f6glicht werden.\n\nAu\u00dferdem k\u00f6nnen einige dieser Zust\u00e4nde auch in Kombination miteinander auftreten.\n\nBedingung Beschreibung Manuelles MedGel Panacea MedGel ist eine Ressource, die du dem medizinischen Bett hinzuf\u00fcgst, damit die Einheit funktioniert. Hinzugef\u00fcgt in Alpha 4.3.1.\nAuto MedGel Das MedBed ben\u00f6tigt MedGel, um zu funktionieren, f\u00fcllt es aber automatisch in einem bestimmten Rhythmus wieder auf. Niemand kann das Ger\u00e4t manuell auff\u00fcllen.\nTempor\u00e4rer Aufdruck Dein Aufdruck h\u00e4lt f\u00fcr eine Zeitspanne von X an. Nach dem Einpr\u00e4gen beginnt eine Abk\u00fchlungszeit von Y, bevor du dort wieder einpr\u00e4gen kannst.\nRegenerationstimer Du kannst dich an diesem Ort nur einmal in X Zeitr\u00e4umen regenerieren. Der Timer ist f\u00fcr jede Person individuell.\nAbdruck l\u00f6schen Du kannst den Abdruck\/die Abdr\u00fccke einer Person von einem Bett entfernen. Aktiviert durch Ereignis Das Bett wird nur durch ein Ereignis oder durch eine bestimmte Aktion von dir aktiviert.\nDeaktiviert durch Ereignis Das Bett wird durch ein Ereignis oder eine bestimmte Aktion von dir au\u00dfer Betrieb gesetzt. Die Pr\u00e4gung geht nicht verloren; du kannst dich nur nicht heilen oder wiederbeleben, w\u00e4hrend du deaktiviert bist.\nDeaktiviert durch Verzerrung Das medizinische Bett wurde durch Verzerrungsschaden deaktiviert. Die Pr\u00e4gung geht nicht verloren; du kannst dich nur nicht heilen oder wiederbeleben, w\u00e4hrend du deaktiviert bist.\nDeaktiviert durch sanften Tod Das medizinische Bett wurde durch den sanften Tod des Fahrzeugs deaktiviert. Das Impressum geht nicht verloren; du kannst dich nur nicht heilen oder wiederbeleben, w\u00e4hrend du deaktiviert bist.\nUng\u00fcltig durch Entfernung Wenn du dich mehr als X-mal vom Krankenbett entfernst, kann es sein, dass du deinen Imprint-Status an diesem Ort verlierst.\nSystem-UEC-Geb\u00fchren Der Standort dieses Bettes hat eine UEC-Geb\u00fchr f\u00fcr Heilung oder Regeneration festgelegt.\nSpielerdefinierte UEC-Geb\u00fchren Der Spieler-Besitzer dieses Bettes hat eine UEC-Geb\u00fchr f\u00fcr Heilung oder Regeneration festgelegt. Fahrzeug. Muss in einem Gebiet platziert werden, das einem Spieler geh\u00f6rt, um zu funktionieren. Es gibt eine Systemsteuer von X%.\nBerechtigung bearbeitbar Der Besitzer dieses Bettes hat die Berechtigung festgelegt, wer es benutzen kann. Muss in einem Bereich platziert werden, der einem Spieler geh\u00f6rt, um zu funktionieren.\nZerst\u00f6rbar Das Bett kann zerst\u00f6rt werden und damit gehen die Abdr\u00fccke verloren.\nMedbed PermissionsWenn sich ein medizinisches Bett in deinem Schiff, Fahrzeug oder St\u00fctzpunkt befindet, kannst du festlegen, wer es benutzen darf, um sich selbst zu heilen und zu pr\u00e4gen:\n\nNur du (hat Vorrang vor allen anderen Optionen)\n\nJeder (hat Vorrang vor den folgenden Optionen)\n\nFreunde\n\nParteimitglieder\n\nOrg-Mitglieder\n\n\n\u00c4nderungen an der Regenerationsschnittstelle\n\nUm diesen \u00c4nderungen Rechnung zu tragen, einschlie\u00dflich der M\u00f6glichkeit, an mehreren Orten zu pr\u00e4gen und zu regenerieren und eine Vielzahl von Statusbedingungen auf ein Krankenbett anzuwenden, wird derzeit eine neue Schnittstelle entwickelt.\n\nElement Beschreibung [1] Spiel-Chat Der Spiel-Chat ist weiterhin zug\u00e4nglich, w\u00e4hrend du au\u00dfer Gefecht gesetzt bist. [2] Info bei Invalidit\u00e4t Der Text bei Invalidit\u00e4t ist vom unteren Bildschirmrand wegger\u00fcckt, um Platz f\u00fcr die Regenerationsleiste zu schaffen. [3] Regenerationsoptionen Halte sie f\u00fcr X Sekunden gedr\u00fcckt, um sie zu aktivieren. Von links nach rechts: Landezone, Prim\u00e4rfahrzeug, Heimatbasis, Vor\u00fcbergehend und Rettungsbake. [4] Ung\u00fcltiger Standort Wenn dein Standort f\u00fcr die Regeneration ung\u00fcltig ist, wird eine Fehlermeldung angezeigt, die erkl\u00e4rt, warum das Bett nicht verf\u00fcgbar ist.\n[5] Regenerationsbedingungen Zeigt alle Bedingungen f\u00fcr die Regeneration an, die f\u00fcr das Medbed gelten. [6] Bake absetzen Leitet den Ablauf f\u00fcr das Absetzen einer Rettungsbake ein. [7] Minimieren Der Regenerationsbalken kann minimiert werden, damit du einen besseren \u00dcberblick \u00fcber deine Umgebung hast, wenn die Wiederbelebung durch einen Begleiter absehbar ist und eine Regeneration nicht erforderlich ist.\nRettungsbaken\n\nSeit der Einf\u00fchrung von Alpha 4.0 leidet das Rescue Beacon System unter einigen veralteten Designelementen, die auf eine Aktualisierung warten:\n\nMit der erh\u00f6hten Spielerkapazit\u00e4t von 600 Personen wurde das bestehende Benachrichtigungssystem un\u00fcberschaubar und muss \u00fcberarbeitet werden.\n\nDurch die Hinzuf\u00fcgung mehrerer Sternensysteme muss das Markierungssystem aktualisiert werden, um Zwischenziele (z. B. einen nahe gelegenen Sprungpunkt) anzubieten.\n\nF\u00fcr beide Faktoren wird eine bessere Methode zum Auffinden und Sortieren ben\u00f6tigt.\n\nAu\u00dferdem brauchen wir verschiedene Verbesserungen der Benutzeroberfl\u00e4che, z. B. eine M\u00f6glichkeit f\u00fcr Ersthelfer, die letzten medizinischen Signale eines Spielers zu sehen, um die Wahrscheinlichkeit eines \u00dcberfalls besser einsch\u00e4tzen zu k\u00f6nnen.\n\nWir k\u00f6nnen zwar keine Daten oder Sch\u00e4tzungen abgeben, wann diese Verbesserungen und Erg\u00e4nzungen kommen werden, aber wir m\u00f6chten betonen, dass wir uns der Probleme bewusst sind und unsere Absicht bekr\u00e4ftigen, diese Probleme auf unserem Weg zu 1.0 anzugehen.\n\n\nEin Hinweis an die Ersthelferinnen und Ersthelfer\n\nVon den vielen Aspekten, die uns an diesem Universum begeistern, das wir mit jeder neuen Version weiter ausbauen, ist das medizinische Gameplay und insbesondere die Rolle der Ersthelfer\/innen im Verse etwas, das viele von uns dazu inspiriert, diese Facetten weiter zum Leben zu erwecken.\n\nW\u00e4hrend Bergbau, Bergung, Transport, Rennen, K\u00e4mpfe und vieles mehr pers\u00f6nliche Vorteile in Form von Credits, Beute und Rechten zum Angeben bieten, haben die Taten derjenigen, die ihre Zeit gezielt, absichtlich und h\u00e4ufig daf\u00fcr einsetzen, anderen zu helfen, einen edlen und positiven Effekt auf alle, die wir in Zukunft besser unterst\u00fctzen wollen.\n\nDas f\u00e4ngt bei den oben genannten medizinischen Betten an und geht weiter mit der Wiederherstellung und Verbesserung des Rettungsbakensystems in der Zukunft, aber es gibt noch mehr, was wir auf unserer Reise zu Death of a Spaceman und Star Citizen 1.0 tun k\u00f6nnen. In der Zwischenzeit m\u00f6chten wir euch sagen, dass wir euch sehen: die Leute, die nicht f\u00fcr Reichtum und individuellen Wohlstand k\u00e4mpfen, sondern um euren Mitb\u00fcrgern Tag f\u00fcr Tag zu helfen und das persistente Universum zu einem besseren Ort zu machen, an dem man leben kann.\n\nWir danken dir daf\u00fcr, dass du anderen hilfst, und wir pr\u00fcfen, was wir noch tun k\u00f6nnen, um dich auf deinem Weg zu unterst\u00fctzen.","zh_CN":"IntroductionMedical Gameplay, like other systems within the Star Citizen universe such as mining and salvage, is not a standalone endeavor within the overall development of the project. It is inexorably and essentially linked with several other systems like the Actor Status System, Scanning, FPS traversal, beacons and more.\n\nBecause of this, forward development is often dependent on outstanding work to related-systems first, and it can often seem like this vital and important aspect of our intended Star Citizen experience has taken a back seat to other, flashier systems.\n\nThis unfortunate reality was compounded earlier this year with the release of Server Meshing, which had an adverse effect on beacons, which were not and still have not been fully updated and converted to the multiple star system reality of 600 players we have today.\n\nWhile Alpha 4.3.1 brings several new aspects to medical beds and restores some of the recently lost rescue beacons functionality, we wanted to take this opportunity to explore the intended future for regeneration beyond Alpha 4.3.1.\n\nThis is not the comprehensive Death of a Spaceman we're still driving towards, but a brief exploration of some of the changes and additions we'll encounter along the way, all currently in development.\n\nIt is also worth noting that similar to every other Design Brief we've done, the information within accurately reflects our current development intentions at the time of publishing, but we always reserve the right to listen, adapt, improve, or change features and designs in response to feedback, playtesting, design revisions, or other considerations to improve balance or the quality of the game overall.\n\n\nLife, and Death, and Life Again Beyond 4.3.1\n\nWhile much of medical gameplay is rightly aimed at preventing death, we must still do everything we can to prepare for the worst, while giving you meaningful and strategic options for getting back into the 'verse as soon as possible post-death.\n\nTo that end, the following additional changes to medical beds are currently in development:\n\nAdding the ability to imprint on multiple medical beds at once.\n\nAdding the ability to choose which imprinted medical bed you wish to regenerate at.\n\nAdding new conditions which may limit regeneration, such as cooldown timers or regeneration limits before re-registration of an imprint is required.\n\n\nMultiple Imprints at Once\n\nThe first key to this will be to allow you to have multiple imprints at different locations simultaneously, allowing you a tactical choice upon incapacitation if no help is available, of choosing where you regenerate next.\n\nThese choices will fall into one of four categories:\n\nCategory Description Landing Zone The last landing zone hospital bed you imprinted on. Ship\/Vehicle The last vehicle you imprinted on. Home Base The last medical bed you imprinted on at a base you or your org own. Temporary A bed which does not fall under any of the three categories above. For example, a POI location like Storm Breaker.\nMedBed Conditions\n\nIn Alpha 4.3.1 the MedGel requirement was added to medical beds, providing another condition that needed to be met for successful healing and regeneration: being stocked.\n\nIn the future, there may be other conditions you encounter that affect or limit your ability to use a specific medical bed either owned by another player or found in the wild. These are not global conditions applied to all medical beds, but specific states enabled by deliberate content or player action.\n\nAdditionally, some of these conditions may be found combined with one another.\n\nCondition Description Manual MedGel Panacea MedGel is a resource that is added to the medical bed by you for the unit to function. Added in Alpha 4.3.1.\nAuto MedGel The MedBed requires MedGel to function, but will automatically restock at a set rate. No one can manually restock the unit.\nTemporary Imprint Your imprint lasts for X amount of time. After imprinting, a cooldown of Y time starts before you can imprint there again.\nRegeneration Timer You may only regenerate at this location once every X timeframe. Timer is individual to each person.\nDelete Imprint You may remove the imprint(s) of anyone from a bed. Enabled by Event The bed is only made functional by an event occurring or you performing a specific action.\nDisabled by Event The bed is no longer functional by an event occurring or you performing a specific action. Imprint is not lost; you just cannot heal or respawn while disabled.\nDisabled by Distortion The medical bed has been disabled by distortion damage. Imprint is not lost; you just cannot heal or respawn while disabled.\nDisabled by Soft Death The medical bed has been disabled by vehicle soft-death state. Imprint is not lost; you just cannot heal or respawn while disabled.\nInvalidated by Distance If you travel more than X distance away from the medical bed, you may lose your imprint status at that location.\nSystem UEC Fees The location of this bed has set a UEC fee for healing or regenerating.\nPlayer-Defined UEC Fees The player-owner of this bed has set a UEC fee for healing or regenerating. vehicle. Must be placed in area owned by a player to function. There is a system tax of X%.\nPermission Editable The owner of this bed has set the permissions of who is able to use it. Must be placed in area owned by a player to function.\nDestructible The bed can be destroyed and so the imprints are lost.\nMedbed PermissionsIf a medical bed is within your ship, vehicle or base, then you may set permissions limiting who can use it to heal and imprint independently:\n\nOnly You (overrules all other options)\n\nEveryone (overrules options below)\n\nFriends\n\nParty Members\n\nOrg Members\n\n\nChanges to the Regeneration Interface\n\nTo account for these changes, including the ability to imprint and regenerate at multiple locations and apply a variety of status conditions to a medical bed, a new interface is currently in development.\n\nElement Description [1] Game Chat Game chat is still accessible while incapacitated. [2] Incapacitated Info Incapacitated text is moved away from the bottom of the screen to make room for the regeneration bar. [3] Regeneration Options Hold for X seconds to activate. From left to right: Landing Zone, Primary Vehicle, Home Base, Temporary and Rescue Beacon. [4] Invalid Location If your location is not valid for regeneration an error is shown, providing context for why the bed is unavailable.\n[5] Regeneration Conditions Displays any conditions for regeneration the medbed may have. [6] Deploy Beacon Initiates the flow for deploying a Rescue Beacon. [7] Minimize The Regeneration Bar can be minimized giving you a better view of your surroundings if revival by companion is anticipated and regeneration is unneeded.\nRescue Beacons\n\nSince the launch of Alpha 4.0 the Rescue Beacon system has suffered from several legacy design elements that are waiting to be updated:\n\nWith the increased player capacity of 600 people, the existing notification system became unmanageable and needs to be refactored.\n\nWith the addition of multiple star systems, the marker system needs to be updated to provide intermediate destinations (like a nearby jump point.)\n\nWith both factors, a better way of finding and sorting them is needed.\n\nAdditionally, we need several UI improvements, including a way for first responders to see the last several medical beacons a player has sent, to better judge the likelihood of ambush.\n\nWhile we can provide no dates or estimates for when these fixes and additions will arrive, we wanted to acknowledge that we're aware of the issues, and re-iterate our intention to address these issues on our road to 1.0.\n\n\nA Note to the First Responders\n\nOf the many aspects that excite us about this universe we continue to build each and every release, medical gameplay, and specifically the role of first responders in the 'verse, is something that inspires many of us to continue bringing these facets to life.\n\nWhereas mining, salvage, transport, racing, combat and more all provide personal dividends in credits\/loot\/bragging rights, the acts of those who dedicate their time specifically, intentionally and frequently towards helping others has a nobility and positive effect on everyone. These are acts we want to better support going forward.\n\nThis begins with the medical bed evolutions listed above, and continues through restoring and improving the rescue beacon system in the future, but there's even more we can do on our journey towards Death of a Spaceman and Star Citizen 1.0. It will take time, and we'll share more details as those releases approach, but in the meantime, we wanted to say that we see you: those people who fight not for riches and individual prosperity, but to help your fellow citizen day in and day out, and make the persistent universe a better place to live in.\n\nThank you for helping others, and we're exploring what more we can do to help you along the way."},"links_count":0,"comment_count":0,"created_at":"2025-09-06T01:00:00+00:00","created_at_human":"8 months ago"},"meta":{"processed_at":"2026-05-08 14:16:55","valid_relations":["images","links"],"prev_id":20754,"next_id":20758}}