4.5 Release Candidate 2 is in PTU right now and could launch on Live at any moment, so we need to talk a bit about how we'll handle engineering.
So first of all, below you will find the Cult Engineer Spec, but THIS engineering is not the same type that CIG calls engineering. Engineering is designing and building things, and that's not what the
engineering update brings to the verse. More accurately, this update should be called the technician update or whatever, because maintaining and repairing and tuning machines is a technician's job, not an engineer's. So here you can see at a glance the differences between the duties of a Cult Technician and a Cult Engineer:
Technician: repairing, rearming and refueling (plus tuning when that comes online) + hacking and data-running
Engineer: fabrication (=crafting) and construction (=base-building) and also mine-laying when that comes online
Crafting as a term (and also game concept) comes from D&D and is out of place in a sci-fi setting so please try to use the term fabrication instead (which CIG is also using, which is why Greycat's upcoming rover is called the MFC) unless you're indeed making arts & crafts trinkets or whatever. Similarly, base-building comes from RTS where you're indeed building military bases, but in
SC you'll be building also purely civilian industrial facilities and the like, so the more general term that is appropriate here is construction, which again CIG is using.
So as you can see none of the Engineer's duties are in the game yet. I expect fabrication to come online in the first half of 2026, and construction in the second half, so the Engineer Spec is a little premature. That said I did want to get it out of the way because it scoops up all the fabrication and construction vehicles that I had previously given to the base ranks and dumps them on the Engineer, all the way up to the mighty Pioneer. I had initially given that to the Supreme Commander, then moved it to the Contractor Supreme Commander, and now I realize it's really the Engineer's capital ship. Though it will still ideally require a Supreme Commander to command it. The Engineer will be using it on a day-to-day basis, but the SupCom in each system will be giving it its orders.
So for our current purposes what matters is the changes I have made with this update to the Technician Spec to accommodate the engineering update. Above all, I removed the gun from his back so that he now comes default with the Cambio SRT for repairs and the fire extinguisher for handling fires: the two most important tools for a technician aboard a ship. All the torso slots are now filled with canisters for these two tools, and his backpack now contains batteries for them (for when batteries come online). So the only weapon he has by default is the laser pistol, which can also be used to disable components so that still has a technical job. I have included the laser rifle in his backpack and some ammo for it in case he gets into a serious firefight (for example when hacking or data-running), but for the most part he shouldn't be (and you're free to add more ammo if you want, as well as canisters and batteries). The MaxLift and the rest of the multi-tool attachments are in the backpack, so he has the complete range of tools currently in the game for performing technical work, and I've also put in 5 fuses, same as the Engineer. If it turns out we need more of anything, I'll add more.
So, ideally, we'll have a Technician on every ship larger than single-seat fighters, so Cutlass etc. That's the ideal, but I don't know if it's workable. Maybe it'll be too much trouble to bother with, in which case we'll keep the Technician for the larger ships like Carracks and Idrises or whatever. But to start with, try to go with the strict rule so that when you have 2-3 players in the channel, and take out say a Corsair, one of the players should gear up as Technician, and then he can man a turret for the most part, but above all his job will be to make sure the ship is running at peak efficiency and effectiveness at all times. This won't be an easy job, and the bigger the ship the harder it will get! It's a brand-new world of mechanics veering closer to
Starbase and Space Engineers, and it probably won't be for everyone, so if you don't like it just let someone else do it. That said, everyone will probably have to learn at least a little of it for the times when they're playing solo.
As for the Engineer, he has even less weaponry on him as I haven't even put a rifle in his backpack: he only has the laser pistol. For armor I've given him the Aril, which I am not a big fan of, but it currently does look like the most engineering-y armor in the verse, so we'll have to go with it. It's the helmet that bothers me above all, but I've seen someone use a yellow Morozov helmet with it which looks much nicer, so we might want to give that a try. At any rate I am sure the game will get tons more industrial armors when base-building is added, so we'll get the opportunity to upgrade his armor eventually.
My goal with the Engineer will be to just leave him in my base because by that time I hope to be multiboxing. So my main will be out in the verse doing things, while my Engineer will be building, fabricating, repairing and organizing back at my base. Because remember
Rust? When we played
Rust I would spend pretty much the entire game time at the base—we're talking dozens of hours per run—crafting and building things. Because crafting takes a lot of time, and even though building in
Rust is instantaneous, it still requires much thought and planning. And then you have tons of things to administer, like for example ensuring the furnaces are always stocked and working, and all the gear goes in the correct boxes etc. In
Star Citizen there won't be as much building customization, but the construction won't be instantaneous: the drones will take hours or even days to finish their job, and the industrial facilities will need management of inputs and outputs, plus maintenance etc. Then there's the gear administration. So I totally foresee an alt account being occupied in there for entire sessions. And I'll be able to give him orders when my main account is e.g. in quantum or waiting for teammates etc.
So that's it for now. Enjoy checking out the Engineer Spec until it's time to use it hopefully in the second half of next year, and don't forget to check all the updates to the Technician Spec.
CULT ENGINEERRole: A Cult Engineer uses math and science to solve military problems through various roles, including building bridges and creating obstacles, and handles large-scale infrastructure, construction, and environmental projects. Key duties include ensuring mobility for friendly forces while hindering the enemy through tasks like route clearance and demolition, and building fortifications and other defensive and offensive structures. The role can also include humanitarian aid, such as providing clean water and power.
Requirements: Must possess a passion for multi-disciplinary learning and aptitude for scientific acumen, logical thinking, creative problem-solving, technical and analytical skills, project management and teamwork, and strong communication skills.
Training: Engineering and construction games, management games, survival-builders, real-time strategy games.
GROUND SPECVenture Undersuit Yellow [Verse]
Aril Helmet Hazard [Verse]
Aril Hazard Core/Arms/Legs [Verse]
Aril Backpack Hazard [Verse] w/ APX Fire Extinguisher [Verse], 3x APX Fire Extinguisher Canister [Verse], 5x Pulse Laser Pistol Battery (60 Cap) [Verse], 2x Cambio SRT Battery [Verse], 2x MaxLift Tractor Beam Battery [Verse], 5x Fuse [Verse]
Chest: 3x Yellow QuikFlarePro [Subscribers]
Left back: MaxLift Tractor Beam [Verse]
Right back: Cambio SRT [Verse]
Left thigh: 4x MedPen (Hemozal) [Verse]
Left Thigh: Pyro RYT Multi-Tool [Verse] + LifeGuard Medical Attachment [Verse] w/ LifeGuard Refill [Verse]
Right thigh: Any Pulse Laser Pistol [Loot]
Right thigh: XDL Monocular Rangefinder [Verse]
Left torso: 3x Cambio SRT Canister (Filled) [Verse]
Right torso: 3x Cambio SRT Canister (Filled) [Verse]
GROUND VEHICLE SPECGround Generalist: Auxilia [N/A] [N/A]Ground Fabrication: MFC [N/A] [N/A]Ground Construction: CSV-FM [N/A] [N/A]Ground Transport: CSV-SM [Verse] [359,100]
Construction: Grav-Cart [N/A] [N/A]
SHIP SPECHeavy Construction: Pioneer [N/A] [N/A]Minelayer: Nautilus [N/A] [N/A]Construction: Starlancer BLD [N/A] [N/A]Fabrication/Refining/Mining: Forge [N/A] [N/A]