Gameplay Star Citizen – Pioneer et construction spatiale

Hello it’s Sam
It’s been a long time since the last gameplay video.
The last one talked about pirates and others illegal jobs. So we will correct that by talking about a single ship, the Pioneer, but also its very special gameplay, which will lead us to review all the game mechanics related to the acquisition of a parcel of land, in the future of Star Citizen. What follows is a summary of information from official written sources and videos, you will find the link in description Without further ado, let’s go for the title. The Pioneer is a capital ship designed by Consolidated Outland,
a very recent manufacture in the universe,
know mainly ofr its small ship : the mustang and also for the sarcastic reviews sent to the others ship constructors by the
CEO named Silas Koerner. It was he who had introduced his Mustang fresh out of the drawing board, as a cheap alternative to the “flying bin” of RSI (end of quote) in other words the Aurora. The Pioneer is a very different project designed as an all-in-one solution, able to build modular structures on the surface of planets and and other moons, according to your needs : be it a house, a farm, a trading post or a mining base. Formerly reserved for the government and large corporations, the outpost building is now accessible to the general public through this vessel. The outposts, similar to those you can already observe on the surface of moons and planets are part of a hierarchy with 3 levels : 1st level : big cities and landing zones such as Area 18, Lorville, New Babbage and Orizon, at least in the Stanton System. At the intermediate level we will have in the future what they call “villages” maller agglomerations which will be distributed on the surface of the planets, and which may serve as locations for future missions Finally at the smallest scale we have of course the outposts : these modular structures that currently host most of the raw material and secondary production. Of course, within the UEE, it will not be enough to have a Pioneer or to call one, to be able to build your outpost without any restrictions. You must first claim a parcel using a Geotack a beacon designed by Greycat Industrial which you can buy and then plant proudly in the soil that you want to acquire.
At the moment 2 variants exist : the simple Geotack which grants you a 16 square meters plot.
And the Geotack-X which grants you an estate of 64 square meters. Again, it is not enough to only plant a beacon in the soil to become the owner. You will then have to go to the nearest local authority to give the coordinates and information provided by your geotack. If the land is actually available
you will have to pay acquisition fees before becoming the successful owner of your plot. Note, of course, that you can also buy land from other players, and probably also NPCs. Nothing prevents you from becoming a land developer and to sell tons of “turnkeys” habitations all around the galaxy. Lands are not necessarily reserved for construction as a miner you can choose to claim
an area rich in precious minerals to reserve it for your exclusive use. For now, we have no idea what the cost of a plot will be. This rate will depend on a multitude of factors a little like in reality when you want to buy land, here are some examples: the presence of resources, their market value and their quantity will affect the prices. Note that the purchase of a plot also includes underground resources. Similarly, if this land is rather prized with a rather exceptional configuration or on the contrary very “common” that will affect its market value. Value that can also increase in a subjective way just because it is a beautiful plot that dominates a lake at the top of a green hill bordered by a little bucolic forest At least, we can still dream about it. Depending on whether the seller gives you the opportunity to visit the plot yourself or if he sells it to you simply with a quick description and a poor pixellated photo… the price will of course be very different. The more you are given accurate and recent information about the place the more the value will likely increase. Indeed, if a gold vein was brought to this place 2 days ago, or if the info date is 6 months ago, you will probably be ready to pay a very different price for this plot. All of this is really closely related to the exploration and data running gameplays 2 jobs that allows you to find and sell valuable informations which will have a significant impact on the market value of the land. As an explorer, why not specialize yourself in finding informations about high value lands ? Info that you can sell at gold prices to pnj or players. This only one example among thousand of possible gameplay specializations. Then, one should not forget that it will be possible to install an outpost outside of the UEE territory. In this case, no acquisition of land will be necessary. On the other hand you will have to prepare yourself to accept the consequences to settle in a pirate system, or even Vanduul for the more adventurous ones greatly increases the risks of shortening the life expectancy of your construction. Even within the UEE, the developers have confirmed that it will be up to the player to protect their land. Keep in mind that nothing will stop other players from wandering your land, and even stealing your resources. As usual in Star Citizen, it will be up to you to take your responsibilities. To counter this, for example, you can install a whole network of sensors that will alert you and your organization to the slightest intrusion allowing you to hunt down the intruders. But you can also use mercenaries, player or NPC to guard your property or install automated turrets to secure the perimeter. within the UEE there will sometimes be security patrols to give you a hand but they will not necessarily
fly very often above your outpost especially if it is lost in the middle of
the tundra on Microtech ! Thus, although the outpost building remains accessible to everyone, it will still require good financial means, and the support provided by an organization can greatly help in the management and security of your outpost It will be an interesting goal to achieve in the long run do not expect to quickly build your own base alone as you would in No Man’s Sky. The satisfaction will be even greater when you finally be able to build your own base and and to maintain it properly. Because yes, any outpost will have a cost for maintenance and operation which will probably be largely offset by any gains you can draw from it. Before going to the heart of the matter on the ship that will achieve your dreams as a builder, Let’s see what kind of modules you’ll be able to install on the surface of moons and planets. The devs didn’t confirmed that it will be possible to build on asteroids as well Even on planets and moons you’ll have to make sure that the terrain is flat enough in order to build. Outposts come in the form of a modular and generic buildings in other words they all look more or less the same, but it will still be possible to customize the configuration and color. You can build one or more on your plot, with the possibility of connecting them together if you want. The interior can be configured according to several pre-established models, here are some examples: A housing module, to sleep and therefore potentially reappear in your own home, in addition to treating your basic needs (toilets, shower etc). An armory to store your weapons, armor and ammunition. Useful when you imagine the persistent universe and limited inventory that will soon be imposed for more realism. Or a research laboratory, useful for the scientific gameplay of which we do not know much unfortunately for the moment. A medical bay, for healthcare and probably also the possibility to respawn after death. we did not have exact confirmation of this possibility, but in the video of the citizen con of 2017, they announce that it is the goal sought. In any case, it will probably not be expected to appear here magically after a death in battle You will probably need to be repatriate with a medical ship before being resurrected in your outpost, Unless the medical vessel is itself able to do it, of course. You can also build a module to manage the mining or refining operations, which can be done through external extensions, as can already be seen on the current outpost. One or more storage space may also be useful, especially if you plan to produce resources on site. And finally, you can build hydroponics if you have the soul of a space-farmer…. or why not even a Drug Lab like the one at Jumptown, if you are more of the “Walter White” type. In terms of outdoor extensions, we can count on gas extractors, ore collectors, hydrocarbon pumps, solar panels or a geothermal heat pump for electricity, moisture extractors for your hydroponics, landings pads, automated turrets, etc. etc. You’ll be able to buy all that apart and install it yourself without the help of a pioneer. We have gone through all the informations available on these future outposts, and the land claim as well, but what about the Pioneer and the construction itself ? The Pioneer was created around a single goal, building advanced bases on the planet or moon surface. In fact, it is more of a flying factory than a ship, and therefore the devs have confirmed that it could not have any uses other than this one. It is a massive capital ship, 200 meters long, for a total weight of 35,000 tons. It can be operated by a fairly small crew of 4 members (only by accepting some compromises), and up to 14 people maximum. In terms of maneuverability and speed it will be expected to be a very slow and unwieldy ship. with a lot of inertia, in other words a “calf”
(french expression for a slow, heavy vehicle) But this is not surprising when you can hear the devs saying multiple times that it is primarily a “flying factory”. Fortunately, like any capital ship, we’ll be able to rely on a shorter quantum travel time. To cope with the long travel time that will be required to reach an isolated area and to build your outpost there as any good settler… the Pioneer offers a complete living space for his crew with multiple beds, showers, toilet, refectory etc. Expect to find a quite simple and practical interior design, underlined with a good dose of orange as in your Mustang Beta. After all, Consolidated Outland can not offer such a vessel to the general public without saving some materials. It remains a work vessel first and foremost. Above the residential area you will have a large command and control station, with a panoramic view, which will allow you to monitor the assembly and construction operations below, but also to keep an eye on the surroundings, , in case criminals want to invite themselves to the party. That’s why the Pioneer is equipped with 4 Turrets, 2 manual on each side of the control station, and 2 controllable remotely. Indeed, when the Pioneer will be posed to start its construction operations, it will have to dock solidly on the ground. This grounding operation will take some time, and the outpost building will also require a lot of patience. It is essential for this vessel to have a defense system to protect itself against an attack on the ground or by the air, and the use of an escort will probably not be a luxury. Designed for long missions at the Empire’s borders, the Pioneer is built to last, with a maintenance zone equipped with robust and reliable components, all centralized for ease in field repairs. Two large cargo hold flank the ship on each side, for a storage of 600 SCU, well enough to house all the raw materials needed to build an outpost. The starboard cargo hold is located under a landing pad that is capable of accommodating ships the size of a Freelancer. And the landing pad can slide on its rails to completely reveal the cargo compartment below, allowing for faster loading, like the “Hull” ship from MISC. Finally it is in the middle of the ship that the magic takes place, with an immense space entirely devoted to construction. The Pioneer is articulated, it opens to completely wrap on each side the building area, which allows to secure this space for a safer construction. On each side are 2 production lines that automatically use the materials stored in the cargo hold to create all the subcomponents required for construction on site. One must imagine that from raw resources, all the panels, windows etc, all the components of a module are created and painted in the colors of your choice, directly on site. All these elements are then directed to this huge central container where somehow the magic operates : the final assembly. A bit like a car production line, it will assemble all subcomponents into a fresh new module, assembled automatically according to the configuration chosen beforehand. This configuration is done from the architect’s seat that dominates the entire assembly area, located at the bottom left in this illustration of the control station. The finished module is then transported by a crane to the position of your choice where it will finally be fixed to the ground and ready for use. Note also that the intervention of a Pioneer is necessary if you want to change the position or orientation of a pre-existing module, or if you want to completely reconfigure the use of one of your modules. Here is for the moment the essential information available on this ship and this type of unique gameplay. When the concept was presented at the CitizenCon 2017, The Pioneer cost was 750$ in Warbond LTI, and 850$ without Warbond. you will have to save quite a large sum of money to pay for it. Although it is intended for use by the general public, it remains a massive capital ship, which will be primarily useful for organizations, or very wealthy players able to hire many NPCs to help them with the task. This gameplay as exciting as it looks is clearly not a priority for the moment, given the current progress of the game, you should not expect to build your own outpost very soon. Moreover the arrival of the Pioneer in game will depend heavily on a lot of mechanics of its own, It will be necessary to conceive a multitude of functional, modular and configurable module unlike those available in game which for the time are rather decorative. For the moment no articulated ships, capable of opening and closing, are ready to play. But the upcoming arrival of the Hull C announces good progress in this area, which can then be used in the realization and the animation of the Pioneer. Finally they will also have to design all the animations and game mechanics related to the Pioneer assembly lines and the manipulation of the modules by the crane. Vast program so, a good dose of patience will be required before seeing this concept in game allowing you finally to drink quietly a pina colada, in your custom-made living room, with a magnificent view on the frozen valleys of Yela while your employees are quietly cooking Widow in the lab next door 😉 It was Sam, do not forget to subscribe if you want to follow my content, the link of my Twitter and my discord are in description. Have a good evening, fly safe!

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