Skip to main content
Ideas - pre-design phase / noncommital
Feature
Evasion

Mechanic to reduce incoming damage modulated by current velocity

Feature
Weapon Accuracy

Mechanic and attribute of weapons to mitigate target's evasion damage reduction (counter)

Feature
Weapon Stability

Mechanic and attribute of weapons to reduce delivered damage as a factor of current velocity

Feature
Targeting: Guidance lock

2nd type of lock required for Guided weapons

Feature
Guided weapons

Weapon attribute to check and require guidance locks

Feature
Ewar

Self- and targeted weapons that break locks, or prevent locking for a period of time

Feature
Ensnarement

Speed reducing weapons, devices, effects that reduce or stop movement of target for a period of time

Feature
AOE weapons

Weapons capable of delivering damage to units in a particular area

Feature
Railgun/piercing weapon

Weapon type capable of some LOS collision penetration. 2nd type of LOS blocking check. Long range, low cycle, low stability.

Feature
Deployable: Repair field

Local AOE healing effect for fixed period. Potentially limit to players of same Group.

Feature
Deployable: trap/ensnarement

Local speed reducing for fixed period. Potentially filtered to players not of same Group.

Feature
Deployable: sensor dampening field

Local effect emission for increased sensor defeat for fixed period. Potentially filtered to players not of same Group.

Feature
Damage types

Rock-paper-scissors damage type and resistances

Feature
Base Modules/upgrades

Player anchored upgrades that improve base facilities for all players. Target of assault by npc faction like Control Nodes

Feature
Quests: storyline

Sequenced missions that can be used to incrementally introduce lore. Each mission not available to player until prior required mission is completed

Feature
Path/highway tiles

Zone decor and tile that grants speed bonus

Feature
Ability: jumpjets

Would be cool but a fundamental reassessment of terrain traversal will need to be done, autopathing, npc ai, the works.

Feature
Ability: Silent mode

Player can cut their engines and cease EM emission from chassis sensors in exchange for being harder to detect themselves. This means no movement, limited vision, and cooldowns to consider.

Feature
Emote/local chat

Allow players to either type full text messages to display above self, or emote expressing limited set of symbols or animations

TODO - Tasks that will be addressed
Feature
Contacts / Block list

Allow players to make lists of other players either as contacts, or to block. Blocks should hide player's chats, prevent DMs and mails

Feature
Skill: Industry efficiency

Skill with enhancing bonuses to industrial facility use. Lower job time, lower fees, less waste

Feature
Player logs: data display

Stop displaying raw json :)

Feature
Base UI: undock flow

Streamline or improve undock flow, extra tab with a button is awkward

Feature
Active Chassis UI: improve

Work on UX of this

Feature
Groups: on zone

Allow players to benefit from being in the same Org/group and undocked on the same zone. Fleet/squad features, etc. Still ill defined..

Feature
Day night cycle + effects

Like weather system, bonuses to vision range etc.

Feature
Audio: have some

Add audio to animations

Feature
Audio: music

Background music tracks on zone, and docked maybe?

Feature
Market UI: improve

Functional, but a little awkward and could benefit from the price history chart being embedded here

Feature
Facility UI: improve

Functional, but clunky. Selection of inputs, previews, bill of material estimates, all improvable. Drag and Drop usage would be ideal

Work in progress
Feature
This silly board

Wow very task, much kanban

Feature
Zone ui: better text

Migrate to using bitmap text

Notice: The documents contained in this archive include instructions for the creation and dissemination of biological, cyberweapons and other information hazards. Transmission, copying, archival, or reproduction of any kind is strictly prohibited. Any archive with documents containing this notice should be immediately discarded.