Or, rather, what non-violent elements from other games would you want Star Citizen to emulate? I ask because Star Citizen has many different career paths, and it kind of feels like CIG will be required to make many different games simultaneously, unless they can borrow game mechanics from other games. For example, a lot of people imagine that salvage will be fun to do in Star Citizen. But has there ever been any game where you could literally dismantle vehicles and salvage valuable components? Is there any kind of precedent or earlier work that CIG can be inspired by, or will they have to basically create a salvage [mini] game from scratch? Of course, there are games where salvage happens, but it usually happens automatically. It's not part of the core gameplay. So what are some non-violent game elements that CIG can use? What games would you hope that CIG developers learn from? Here's a quick list, which I may update if people have some cool ideas. Racing: - Hi-Octane (1995). Specifically, Hi-Octane allowed you to refuel, repair and rearm during the race. Furthermore, it had big carrier ships that would pick up the wreckage of damaged vehicles and return them to the racing track so they could continue. You didn't just respawn, you were brought back to the race, and then you could find a place to refuel, rearm and repair. Now, I don't know how fast repairs will happen in SC, but refuelling and rearming should happen in seconds. - Slipstream 5000 (1995). The memorable characters, taunting you and speaking to you during the race, like old Wing Commander games. Also, this may be the first 3D aircraft / spaceship racing game. Not sure. Hacking / Cyber-warfare: - I have no idea. Has there ever been a fun hacking mini-game? All I can think of was the "hacking" in Deus Ex: Human Revolution, which was terrible. Mining: - Again, no idea. I've never seen a good mining game, except Lost Dutchman Mine (1989). While the mining mechanics in LDM aren't very fun, the whole spirit of the game is pretty close to how I'd want the non-violent side of Star Citizen to be. You buy equipment, you go into the wild, you look for food, you get wounded by bandits or wild animals, you have to return to town and get medical treatment, you go back into the wild, you find some valuable resources, but you lack the tools to extract them, so you go back to town, etc. Meanwhile, you always had to make sure you didn't starve, freeze or die of thirst. This may have been the first survival game I ever played. Exploration: - I have no idea. No Man's Sky? Cargo transportation: - Microsoft Flight Simulator (1982-2014). For those straight vanilla cargo runs, it would be nice if flying ships in CIG was a bit more complicated than the flight model in 2.6, you know? Give me some space flaps. (j/k) - Euro Truck Simulator 2 (2012). Never played it, but it's extremely popular. Must be something to learn from it. Has a 10/10 rating on Steam. It's a game about driving trucks, for God's sake. - Ports of Call (1987). It's a game where you buy a ship, haul cargo, try not to crash, try to manage your finances, and then buy more ships, to haul even more cargo. Also, sometimes your ships run into foul weather or dangerous waters, and you have to navigate your ship to safety. Passenger transportation: - Pizza Tycoon (1994). Well, the passengers have to eat. Why make us play a boring cocktail-mixer-game when we could be serving pizzas? At least use inspiration from Pizza Tycoon for mixing drinks. Maybe certain drinks could turn out to be extremely popular among the NPCs, and spread throughout the galaxy. Suddenly, the player 'LeroyJinkies69' is famous around the 'verse for inventing a popular drink. Could work.