I recently watched Obsidian’s video discussing how little actual “space” there currently is in what is supposed to be a space game, using Siege of Orison as a clear example. Something I touched on a few weeks ago, and I'm glad that others (even outside of SC) are picking up on that fact. Don't get me wrong, there are good things to say about Siege of Orison. The planetary environment looks fantastic, and I can tell that a lot of effort was put into improving the experience. And I don't mind content like siege existing. That said, it also highlights a pattern that feels increasingly hard to ignore. - We have dedicated dropships that many of us spent hundreds of dollars on, ships whose entire design and marketing center on delivering players into contested zones. Yet for this event the preferred method of arrival is essentially a shuttle ride. From a pure gameplay and immersion standpoint, that choice undercuts the fantasy those ships were sold on. Narratively it also feels odd—why would organizations and pilots with purpose-built assault transports default to a bus when the tools already exist in the game? - The same pattern appears with medical ships. We have vessels specifically designed for content like this, yet the maps are thoughtfully equipped with convenient medical beds. The practical result is that players have little reason to bring a medical ship at all. The investment and the intended gameplay loop are both quietly set aside in favor of map-based convenience. I understand the benefit of convenience, but when convenience hurts the very identity of your game, there is a problem. - Lastly, planetary content is a genuine strength of the project. The environments are beautiful, and the potential for ground operations is real. But the near-absence of FPS content set on derelict ships, stations, or other space-borne locations is noticeable. Ships and wrecks offer strong atmosphere and the possibility of zero-G combat—something that could help Star Citizen’s FPS feel distinct. Missions like Black Kite showed how compelling that style of content can be. Right now the majority of FPS experiences lean heavily toward bunkers, outposts, or large planetary maps. The space side of the equation feels under-used. None of this is an argument against planetary gameplay or FPS combat. The planets are one of the project’s biggest achievements, and having meaningful content there is a good thing. The concern is one of balance and identity. Star Citizen has always been presented as a space simulation first, with FPS combat as an important but complementary pillar. When the design repeatedly routes players away from ships, away from space, and onto surfaces—even for events that could easily feature both—it starts to feel like the space and ship experience is being treated as secondary rather than central. I hope future large-scale content makes more deliberate use of the ships and systems players have invested in and that we see more opportunities for meaningful FPS experiences in space environments again. The tools and the assets are already there. Using them more fully would reinforce what makes this project unique. But again, this is just my opinion.