Star Citizen Introduces “Complex Character Endurance System”
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Star Citizen Introduces “Complex Character Endurance System”

Cloud Imperium Games’ Chris Roberts released a new video introducing an interesting new mechanic for the upcoming MMO space-simulator, Star Citizen.

Star Citizen – Stamina System

In this video, it introduces the “Stamina and Actor Status System” and goes over it in detail. This complex game mechanic brings in and affects factors such as endurance, the ability to withstand G Forces when piloting, breathing and much more.

Furthermore, it is also affected by the attributes of the surrounding environment the player happens to be in.

For example, sprinting too much in a firefight, accelerates your breathing. Which affects your aim and increases the spread of your bullets.

Essentially, this new system will govern player action and movement so it will be wise to plan around this. Just like IRL!

You can watch the 40 minute long featurette below:

Star Citizen will have a new planetary vehicle for players to hop on, called the Drake Dragonfly.

If you’d like to know more about the game, you can read our preview for Star Citizen.

Visit the Star Citizen Wiki!

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5 responses to “Star Citizen Introduces “Complex Character Endurance System””


  1. Well I’ll admit I don’t like the way most DLC is handled nowadays, but with Star Citizen it would be nice to see an actual game, instead of 4 demos of stuff.

    I feel like they are getting caught up in adding more stuff, just to add it, rather than polish what they already have (which is a massive amount).

  2. Personally, I never did like the whole “add features post release and charge for them” marketing strategy, so I don’t mind it overmuch.

  3. Are they ever gonna just say “hey, let’s actually FINISH the game, then add more stuff”? I mean, they certainly are doing something interesting, but it would be nice to see something besides feature creep.

  4. As much as I absolutely love the idea of hardcore realism in a sci-fi space game, I can’t help but feel like this will end up being a hated mechanic since it interferes with playing the game.

    Maybe for a full Matrix-style VR game, yes, then it’d add an extra layer of immersion. But in a game where the player doesn’t actually feel any of the exertion their character is doing, I think it’ll be jarring and work against immersion.

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