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Misc Endeavor Q&A Parts 2&3 Written Friday 9th of October 2015 at 04:59pm by CanadianSyrup

Hello Citizens! The awaited part three of the Endeavor part 3 was released today! We’ve combined part two as to make it easier for referencing Endeavor questions in the future. ENDEAVOR Q&A – PART ...

Hello Citizens! The awaited part three of the Endeavor part 3 was released today! We’ve combined part two as to make it easier for referencing Endeavor questions in the future.


Since the introduction of the Endeavor there has been a lot of questions regarding various aspects of the Endeavor, ranging from manpower, to the effect it has on science and a variety of other things. I will be reiterating some of the questions and answers here that I feel have the most impact on the majority of citizens and the rest can be found within the linked articles.

Question 1

Can you equip multiple versions of the same module i.e. three General Research Pods? If so, what advantages would it give me to do so?

Yes you can, except where a specific limit is noted in the announcement post (for example, only one telescope array can be mounted despite the fact that it’s a 2×1 module.) The impact of multiple modules of the same type would depend very much on the function of those modules, but in terms of the base modules it usually means you can conduct more research or analyze more data with the separate modules working in tandem. (Of course, installing extra fuel modules would have a more immediate impact: doubling or tripling your extra fuel supply!)

Question 3

Can you go into detail about what separates the Endeavor from the Carrack as far as exploration is concerned? Why would I use an one instead of the other, and vice versa?

The Carrack is a dedicated explorer, built as a single, self-sustaining ship that can make long-duration voyages through the roughest areas of space. It’s designed specifically for transiting jump points, dealing with terrible conditions in space and getting back home to tell the tale. The Endeavor’s Explorer cab is more of an addon, something that can be separated and used should the need for exploration arise… but it lacks the range, the powerplant and room for addon equipment, the defensive systems and other elements that make the Carrack a tough, stand-alone ship.

Question 7

Since the ship cannot dock in our hangars, does it persist in the universe when we log out?

No, we do not intend for ships to be always ‘at risk’ just because they don’t fit in your Hangar. Standard landing areas will keep the workshop and drive sections safe while you land the Explorer in your hangar. (Of course, if you leave it in orbit of some unexplored planet the story is quite different!)

Question 9

Is the Endeavor’s supercollider the only way to have equipment overclocked?

No! Chris outlined his plans for a robust overclocking system early in the game, in the hopes that players will eventually make careers out of being ‘overclocking’ experts capable of providing the best tuned weapons and other components. While we see the Endeavor’s supercollider (name change pending, re: science!) as the ultimate tool for this task, the climb to that level will start with the already-offered workbench

Question 10

Does the Explorer Cab have two landing bays as detailed it previously released concept art? If so, what ships can land there?

No, these were intended to be drone bays a la 2001, but we removed them in favor of the secondary engines when we decided to allow the Explorer cab to separate from the rest of the ship. They (and drones in general) may be added back in a future module, but for now the only bay available is the single, larger bay seen on the Hope-class.

Docking Bay Clarification

During the Endeavors incarnation there have been concerns about how the Endeavors landing bay will work in terms of space for ships In the Later section of the Part 2 Q&A. To summarize the post, this is how things will be done at this present time.

Currently in Star Citizen there is a “If it fits, It sits” mentality amongst backers. Currently CIG Is focusing on limiting the amount of ships in a landing bay/Hanger for technical reasons. The way they are going about the Endeavor is there will be a maximum amount of ships capable of landing safely in the landing bay module before entering a jump or Warp. What this means is in local space, I.E. floating around and doing operations of your choosing. There will be no restrictions on how many ships you can have inside the landing bay. However, once the Endeavor begins the warp sequence there can be only 4 ships in the hanger during warp, if there is more than 4, the ship will send out a warning and cancel the jump until the requirements of the landing bay are met.

This ensures that the game is able to properly carry those 4 ships without issues during warp. This rule will most likely be implemented in a variety of other ships which have hangers or landing bays. In the future this may change as the project moves forward but at this time only local space as they call it will allow unlimited ships or as many as the ship can carry, but during warp the specified requirement must be met before a jump or warp can be completed.




Hello Citizens! This Q&A Is shorter in terms of questions compared to the Second Q&A but the responses are more in depth and as such I will only be listing two of my favourite questions and the rest can be found in the article due to how long the responses can be! Enjoy!

Question 1

With the Hope class ship, do you see Medical as being a complete profession?

The medical profession is one of the more important occupations within Star Citizen, and it’s intended to be one of the larger and more flexible roles. On the FPS combat front Medics will be invaluable. They’ll be able to perform field triage that can heal some injuries entirely and mitigate others enough so that the injured party is at least more functional. The effects of more serious injuries can often be slowed so that there is a better chance of reaching a hospital where more advanced medical apparatus can improve the chances of survival. Depending upon the cause of death, a well-trained Medic can occasionally restart a patient’s heart, although death may soon reoccur if the root causes are not quickly addressed.

The Hope-class Endeavor opens up an entirely new range of possibilities for the aspiring healer. As previously noted, Endeavors with an attached Medical Bay may serve as respawn points for players that have died, and the associated Hangar Bay allows those players to – for a price premium – have one of their existing ships or a new purchase delivered quickly so that they can get right back into the action. The greatest demand for Hope-class Endeavors will therefore be in those areas where lots of player deaths are occurring, but of course a valuable and unescorted medical ship in a dangerous area will be a tempting target for pirates and other less savoury types. In addition to respawn services, an Endeavor that has enabled its ID Beacon – thus broadcasting to others its position, services offered, prices, and reputational information – can also serve as a field hospital for any player or NPC requiring urgent medical attention. In such cases, the party in need would attempt to quickly close the gap with the Endeavor and then either request access to dock in its landing bay or simply EVA into the external hospital pressure lock. Upon arrival in the hospital it’s up to the Endeavor’s crew to employ their expertise to try and save the patient, with the ultimate outcome contributing to their medical reputation.

With an ample supply of hospital beds, Hope-class Endeavors are also ideally suited to tackle a variety of rescue missions. A destroyed Idris might leave a vast wake of severely injured crew members floating in the debris, with only limited oxygen left in their personal evacuation suits. Hope-class Endeavors can quickly retrieve such individuals, administer enough medical attention to stabilize them, and then transport them to the nearest outpost – all for a nice profit, of course. A research station close to the sun whose shielding has failed might be filled with scientists that have suffered severe burns and high doses of radiation. They might need to be dragged out of the station one by one, placed into suspended animation to minimize the effects of the radiation, and quickly taken to a particular hospital that’s able to better deal with such complicated medical issues.

Question 3

Can you expand on the farming mechanic? Why would we farm in space rather than on a planet? Is this a viable profession in the Star Citizen universe?

Farming is certainly intended to be a viable profession within the Star Citizen universe, and depending upon the level of risk a player is willing to endure and the skill and knowledge that they bring to bear anything from a meager existence to an opulent lifestyle may be attained.

Two major advantages of farming on a ship as opposed to a planet are that you can much more effectively adjust your plan given the current economic environment, and you can overlap your growth and delivery efforts. A farmer interested in maximizing profits as opposed to minimizing effort would procure their seeds and other required materials wherever they’re cheapest, and then grow those crops while traveling towards the intended marketplace. With a stationary farm you’d often either wind up paying a significantly higher price for those materials, or having to make a special trip to acquire them, at which point you’d have to return to your farm, grow the crops, and then travel to the intended marketplace. That’s potentially a lot more travel and a lot more time, and time equates to money.

Further, some of the most exotic seeds – those that will generate the most lucrative crops – may only be found on remote planets, and may need to be planted fairly quickly if they’re to remain viable. Some plants may only bloom once, and some farming outputs – whether complex molecules critical in the production of a particular medicine or edible delicacies that can’t be preserved without affecting the taste and thus diminishing the value – will have a very limited shelf life. This, again, points to the value of mobile farms, as perishable goods can be utilized, in the case of seeds, or produced, in the case of crops, while en route to the actual marketplace at which the final goods will be sold, thus extending the distance at which you can deliver such products, which will in turn likely translate into better profit margins.

Farming, then, is about considerably more than just mastering the growth requirements of rare and temperamental plant species and assuming that the profits will follow. As with most things in an economy driven by supply and demand, if something is easy a lot of other players and NPCs will do it and the prices will collapse. If you’re to truly succeed at the occupation, you’ll need to also be an astute businessman, capable of weighing a wide range of different factors in order to determine where you can generate value that others are missing.


Stay tuned for more information on Ships, Design, Reveals and more on The Relay! Also you can find the full notes for these articles Part 2 Here and Part 3 Here


Director of Transcripts

A polite Canadian who takes pride in making other peoples day brighter. He enjoys waffles with Maplesyrup, making delicious puns and striving for perfection in screaming at the T.V. during hockey games.