Good Question. And maybe there have been alot of threads on it, but I haven't seen much. I'll have to look.
I gathered from a Braben interview (a while back) that having something to do was the real crux.
I like the idea of staions/bases/locales having key zones that can be interacted with to flip/secure a zone, find loot, etc.
Maybe something like lock-picking skills get tied in with noteriety, or the black-market network count.
There might be ten or more different types of approach styles to each zone switch.
I like the Splinter Cell reference.
Also, each zone having an ambient lighting effect to reflect the current status.
Tying these into factions locally is how I saw it. taking control of more area to benefit one of the factions in the station/area.
Almost like a giant 3D Risk board, but with more involved mechanics on the switches.
At this point I feel like dwelving deeper into the particulars of the switch mechanics, but I don't have more on that atm.
Cheers... o7
I gathered from a Braben interview (a while back) that having something to do was the real crux.
I like the idea of staions/bases/locales having key zones that can be interacted with to flip/secure a zone, find loot, etc.
Maybe something like lock-picking skills get tied in with noteriety, or the black-market network count.
There might be ten or more different types of approach styles to each zone switch.
I like the Splinter Cell reference.
Also, each zone having an ambient lighting effect to reflect the current status.
Tying these into factions locally is how I saw it. taking control of more area to benefit one of the factions in the station/area.
Almost like a giant 3D Risk board, but with more involved mechanics on the switches.
At this point I feel like dwelving deeper into the particulars of the switch mechanics, but I don't have more on that atm.
Cheers... o7