Und weiter gehts!

Infos zum FPS-Aspekt Star Citizens! (Basierend auf einem Interview mit CR)
https://www.youtube.com/watch?v=8mhM9qiFZLM
Q: How are you planning to deal with death, respawning, and lethality of weapons in FPS gameplay?
A: Death won't be dealt with in traditional FPS fashion due to the realism element. Critical hits won't always kill -- there will be time to save downed infantry in a lot of cases by patching them up, at which point they'll need to go to a hospital for full recovery.
Q: How regularly do you see players engaging in firefights on foot?
A: It depends on how you want to play. The game will be built so that you can avoid it most the time (like if you're a trader) or you can do it regularly (if you're a boarding pirate). Planet-side areas will feature FPS combat; some exploration and salvage missions are possible.
Q: Any plans for FPS simulation within Arena Commander?
A: The team hasn't considered it yet. Arena Commander will be more focused on ship combat and "simulation" for training/learning.
Q: Have you thought about weapons classes yet?
A: There are ballistic, energy weapons, pistols, shotguns, electric shotguns, grenade shotguns, rocket launchers. You'll be able to buy at weapons shops.
Q: Anything you can say about weapons & loadout customization? Ammo types?
A: You'll be able to add laser sights, silencers, and other standard attachments. Lasers, plasma, ballistic (AP, caliber sizes), neutron, and other ammo types (crossbow bolts) will also be present.
Q: We talked previously about destroying systems within the ships while on foot...
A: Bigger ships are spread out into engineering, helm, weapons, and so forth. Parts of the ship can be disabled or destroyed; there's a bit of a meta game between the captain and attackers as to which areas of the ship are shut down, vented, closed-off, and secured during the attack.
Q: I read that there are plans for magnetic boots...
A: They're going to have magnetic boots, jetpacks, and other ways to interact with the environment when in zero-G.
Q: Any thoughts on armor for infantry?
A: The heavier stuff is more sturdy and better for EVA, but won't be as light and you can't move as quickly -- they all have different pros/cons.
Q: Does planet-side gameplay work into FPS at all?
A: There are definitely some planet-side areas for FPS gameplay. Star Citizen might feature PvE invasions planet-side.
Q: Will there be player-controlled regions on planets or asteroids?
A: Not planets at the moment, but definitely asteroid bases, space stations, and things like that. Attacking and defending these bases will be a huge gameplay mechanic in the overarching struggle for power.
Q: What are the plans for infantry HUD?
A: Suits will have different HUDs. No suit means you'll be free-firing your weapon.
Q: What about sensors and radars for infantry?
A: There are personal radars and sensors for infantry. Heat, reflective, EMF, and other types will all be featured for infantry -- just like the ships. A lot of shielding and probing methods will be available (counters).
Q: Sounds like a lot of back-and-forth between counters and 'counter-counters...'
A: That's been a big focus in SC since the beginning and will continue to be one. They want to appeal to strategy and customization.
Q: Any population / player-count limiters right now?
A: They're still testing. The team has tested with 11 people in DFM currently, but there's a lot of optimization that needs to happen
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