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Features and mechanics that directly impact the player
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Skills, their cost and utility to the player
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Skillpoint generation
Time-based and Activity-based systems to generate skill points
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Skills
Variety and utility of player skills
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Realtime chat features, channels, direct messaging, and more
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In-game mail system for players to communicate asynchronously
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Player group mechanics and features - Primarily two types
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On-zone Groups
A dynamic player collection that is primarily to help players organize while deployed on zone
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Organizations
A player group mechanics that will function as a 'Guild' offering similar features
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Features and content to help (new) players learn the game
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Help resources
A dynamic or static repository of helpful materials that could be any guide or tutorial that can be referenced by players
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Info discovery
Features that allow players to 'discover' information about items or mechanics as they encounter them. Tooltips, 'more-info' options..
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All of the resources, components, and products players can build, combine, fit and use to advance in the game
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Item storage in cargo, dock storage and more. Limited and unlimited with fees.
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Primary mechanism that allows for fitting of modules and is the required element to embark into the zone
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Fitting constraints
Rules, limits, and mechanics for allowing or disallowing particular module combinations on particular chassis
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Chassis Stats
Base attributes and values that determine the function and performance of the chassis in particular areas
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Chassis Bonuses
Bonus system that provides state enhancements when the player increases particular skill levels
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Items that enhance or provide additional functions to chassis.
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Items that are consumed by Modules when required to activate
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Deployable or other consumable items
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Items, value, and the exchange of
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Features that enable Item creation and production from other item resources
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Facilities
The features that enable players to transform items in the production chain, using different facilities at different stages
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Item production
The full production chain from raw materials to finished products
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Market features that allow players to obtain items, and sell items for currency
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Orders
Features to allow players to request goods or post goods for sale
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NPC Autonomous actors
Dynamic NPC orders and actions on market to provide baseline movement and ensure availability and demand for key goods
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Everything experienced 'on-zone'. The world being a network of connected Zones by way of Teleports
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Combat mechanics
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Vision mechanics
How Players or NPCs can initially discover the presence of enemy chassis nearby
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Targeting
System to direct fire of module activations
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Damage application
Damage application and remediation, repair, resistance, and more
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Line of sight
Cover, blocked shots, and hit probabilities
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Terrain-based advantages
Localized advantages based on terrain properties of either the source or target's position
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Server-side physics system to provide legal movement consistency to all clients
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Activities players can engage in on-zone to obtain resources
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Mining
System to obtain raw Ores by means of scanning
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Archeology
System to obtain raw Research Elements by means of scanning and exploring
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PVE combat
Combat with NPC robots that yield other raw materials
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Docks, teleports, and other static elements on zone that players can engage with
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Walkable and impassible areas, high-ground, cover and more
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Weather, time of day, seasons and other things that could apply effects or be merely for a more engaging visual experience
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Features, mechanics, and parameters to customize the PVE combat experience
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AI/Behavior
The stack to control and provide different behavior that is either inate or situational - and able to be configured - providing a scale of difficulty not linked to merely item power
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Spawns and groups
NPC presence on zones, how they enter and respawn, interact with eachother
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Tracking all of the art generation and work that is not strictly related to the development of particular features listed above.
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What the game is about, what the player is doing, how they fit into the world, and what are the motivations extrinsically
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Tracking the initial phase of art generation to cover all items with custom art work - at least a first pass
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Tracking the initial phase of art generation to cover all items with custom art work - at least a first pass
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A goal to track UI polishing of various features and views in the game, zone interace, dock iterface, etc
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This tracks the completion of a 'first pass' balance effort on all parameters in-game that have yet to be reconciled
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Item parameters
Creation of, and balance of all items and item parameters - Development of balancing regime for vertical scale
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Combat parameters
Balance the core constants, limits, of physics, ranges, and other on-zone combat parameters that simply need to be set
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Industry and resources
Balance of resource availability, amounts, rates, along with their consumption in production processes to attempt targetting a rate that will match demands
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NPC balance
Balance difficulty, engagement and rewards for PVE combat activities via NPC entities and mechanics
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