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Production Schedule Report updated - Couple new details for 3.X professions


GRIZZ

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https://robertsspaceindustries.com/schedule-report

The productions schedule has been updated and things are on track for 2.6.1 on PTU next week.

 

If you scroll to the end you will find the 3.x update details with some new details.

 

Notable to me the Repair & Salvage update 3.2 will likely just be the hand tool, with ship based tools coming at a later date/build.

 

3.0

  • Trading – Be able to buy/sell commodities via kiosks and NPCs among the various landing zones.
  • Cargo Transport – Pick up hauling jobs between landing zones. Automatic cargo load/unload, manual cargo transport.
  • Piracy and Smuggling – Establish secure/non-secure areas. AI Security response to attacks. Add the ability to retrieve floating cargo from destroyed ships. Create buy/sell system for illicit cargo.
  • Mercenary – Create Service Beacon System (for Combat Assist Contracts). Create AI distress scenarios.
  • Bounty Hunter – Accept missions to terminate wanted players and NPCs.

3.1

  • Mining – Retrieve solid and gaseous commodities from planet surfaces, manual cargo transport, refining materials.
  • Refining and Processing – Process raw ore into purified commodities. Most shops will only deal in one or the other form. Initial implementation might be to have dedicated shops handle the refining.
  • Quantum Interdiction – Be able to interdict Player ships from Quantum travel.
  • Refueling – Add Refuel Contracts to Service Beacon. AI tankers and fuel requests (as well as player fuel requests)
  • Escort – Protect one or more ships from harm. Add Escort contracts to Service Beacon. Implement Quantum Linking (multiple ships jumping together)

3.2

  • Salvage – Strip commodities from ship hulls via handheld tools, retrieve crates and other valuables from derelicts and debris.
  • Repair – Repair damaged ship via tools (later implementation will incorporate the Crucible), repair damaged satellites or stations.
  • Mercenary – Covert Operations – Patrol areas of space, protect stationary entities, advanced mission scenarios: infiltration/covert (retrieve data/object from enemy, sabotage, etc.), hostage rescue missions)

3.3

  • Farming – Plant and grow crops, harvest when appropriate, and sell the final product.
  • Rescue – Rescue NPCs from a variety of dangers (powerless stations, damaged ships in decaying orbits, evacuate personnel, etc.)

4.0

  • Travel to multiple Star Systems – The universe expands beyond the Stanton System.
  • Exploration and Discovery – Find unknown asteroids, derelicts, fuel sources, bases, commodity locations, scanning of space and surfaces in order to utilize, share or sell the information.
  • Science and Research – Retrieve samples from space and planetside locations for analysis, atmospheric manipulation, scan/analyze various phenomena.

 

 

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59 minutes ago, GRIZZ said:

3.2

  • Salvage – Strip commodities from ship hulls via handheld tools, retrieve crates and other valuables from derelicts and debris.

 

Hrm.. I want a functional Reclaimer:p I hope the Claw will at least function when the ship is flyable:D
In any case... I'm getting tired of Star Citizen's delays. It has come to the point where I don't believe any scedule or presentation.. I'll believe it when it's in my hands.

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44 minutes ago, Fizzlefuse said:

Hrm.. I want a functional Reclaimer:p I hope the Claw will at least function when the ship is flyable:D

I hope so too.  Funny, I think about operating the drones more than the claw.

Despite never owning a conny, I really look forward to their Merlin detaching (also not defined in roadmap).

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1 hour ago, GRIZZ said:

I hope so too.  Funny, I think about operating the drones more than the claw.

Despite never owning a conny, I really look forward to their Merlin detaching (also not defined in roadmap).

Yeah, im looking forward to seeing those mechanics because remember, the Reclaimer has a little hangar bay with the Cutter. There's just something inherently cool about ships within ships😁

1 hour ago, faquarl25 said:

 

5611062+_ad7fe4b6d1bac475e79ff162ec42005a.jpg

The Claaaaaw. It knows all! 

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It is all coming together. I think (hope) I will be very busy even before I crush my first rock into ore.
Things that will really turn me on is when I can wander thru my various ships and open all the panels to see what is in there.
Pop out all the fuses and components to see the results.
Memorize all the various engineering stations.
All the fiddly bits to having a ship to study.
 I foresee many many hours just wandering through these things lol.
I don't anticipate having much of a life when we can really explore our ships in fine detail.
Your mileage may vary. - DRUM out

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16 minutes ago, Drum said:

It is all coming together. I think (hope) I will be very busy even before I crush my first rock into ore.
Things that will really turn me on is when I can wander thru my various ships and open all the panels to see what is in there.
Pop out all the fuses and components to see the results.
Memorize all the various engineering stations.
All the fiddly bits to having a ship to study.
 I foresee many many hours just wandering through these things lol.
I don't anticipate having much of a life when we can really explore our ships in fine detail.
Your mileage may vary. - DRUM out

Life only lasts until Chris can get this dang game out... Maybe its better that they are taking their time...

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If they keep to this release setup, it seems you may call 4.0, dare I say it, a Beta release.  Maybe that would be their 5.0 release.  And as we all know, they are working on a lot of these mechanics for gameplay behind the scenes; as has been hinted to us in various forms. 

And like @Drum, I plan to spend some time in my hangar tinkering with all the things inside my ships.

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