So in light of CQC coming up, and its focus on tight quarters, any chance we could see more of this in the main game? Some examples I thought of would be adding some larger asteroids at RESs that have a network of mining shafts carved into them, with the majority of mining shifts on the inside. Maybe just replace some of the belt portions from being a small cluster to just being on big one with internal areas. Actually, adding rock hermits to the game would great as well. Perhaps also add more of a chance for combat to occur at low security stations or outposts, and add some more nooks and crannies to fly through on them. Whenever there is a new station being built, it would be nice to see some follow up, like maybe having certain parties attempt to halt construction, with missions to defend or raid the station, and involve flying through a half constructed station.
CQC looks like a lot of fun, but also vastly different from the experience of the current game. I am hoping FDev can bridge that gap somewhat by adding certain transferable features to the game. Actually, on mostly unrelated note, since CQC will be giving us that instant action, it would be nice to see CZ become non-static entities. Generate them for missions, or have fleets fly around in supercruise and interdict each other, creating a CZ that lasts until one side wins and leaves. Or maybe generate them similarly to unidentified signals. Just make it so they no longer spawn infinite waves, because I feel like those should be some of the most engaging areas for combat, not the least.
CQC looks like a lot of fun, but also vastly different from the experience of the current game. I am hoping FDev can bridge that gap somewhat by adding certain transferable features to the game. Actually, on mostly unrelated note, since CQC will be giving us that instant action, it would be nice to see CZ become non-static entities. Generate them for missions, or have fleets fly around in supercruise and interdict each other, creating a CZ that lasts until one side wins and leaves. Or maybe generate them similarly to unidentified signals. Just make it so they no longer spawn infinite waves, because I feel like those should be some of the most engaging areas for combat, not the least.