
There will be a crafting element in CC. Craftable items will be clothing, ammunition, weapons, weapon attachments, and certain abilities and boosts. Abilities are skills that modify your base fighting prowess, and these abilities can be equipped just like any other item, though you can only equip three at a time. For example, you might equip an ability that raises your rifle proficiency, or one that improves your aim. These abilities are permanent and don't run out. For the initial ability, whatever it is, you'll need to go to a trainer to learn it -- they hang out at gun shops.
Boosts are one-time consumable items, two of which can be carried at a time. A boost might be a strong recovery drug, or one that increases your speed. Boosts can also be obtained from stores, of course.
In place of "quests", you will be able to go on "jobs", over 300 of which Vogster claims will be available at launch. Jobs are obtained via the standard quest-giver-identified-by-the-exclamation-point NPC, but a bigger issue will be the potential to ally yourself with one of six separate and conflicting gangs. These gangs take the function of guilds, and present not just jobs and the overarching story, but also the opportunity to purchase a headquarters by the pooling of ill-gotten funds. The gang's sign will appear on your character's back once you've joined. Joining a gang is where the social aspect of CC comes in, with shared leaderboards, gang-specific pages, and more, though some of the potential features have yet to be confirmed.

At this time, Vogster is saying the minimum PC spec for running CrimeCraft will be an NVIDIA 7700 at 256 MB. Exact subscription pricing hasn't been announced, though it does sound like they'll be incorporating some form of micropayments -- but they've assured it would only be used for aesthetics, and not combat. The game looks pretty damned good at this point, and with a proposed launch date of Q3, let's hope it gets here sooner, rather than later.

