Positive Ideas for expanding on-foot gameplay that does not interfere with current gameplay loops and mechanics.
Sorry if I nabbed/paraphrasing an suggestion from another thread but I want to start a thread with no fighting because (I get it) there are a hardcore sim-pilot who think this isn't relevant for them for frontier to spend time and money on - Please go vent in another thread please and stop derailing on-foot conversations.
Salvageable ships are static set-pieces. We have already seen how hacking air-locks works in odyssey settlements.
I am all for your own ship becomes a salvageable wreck with a timer for the ships internal integrity finally falling apart (depending on ship size).
This would alleviate npc's or players griefing player ships to "ship death", but the player can fix the ship enough to limp back to base, (also handy for crash-landing when exploring)
Subterranean warehouses and tunnels on planetary installations would be an easy addition.
For the love of god, the ringed space stations!
Missions could be given specific encryption keys that allows them access to parts of the station complexes that a pilot would not have access too.
I love conflict zones on-foot, but that whole Triangle of combat thing felt like it never took off for me. There was an effort to make a Battlefield-esque gameplay loop, with Ship support, Surface vehicle support and on-foot support. Going to Frontline Solutions shows you the Combat-zones, but never really give you the option to tackle it other than "on-foot".
There wasn't any SRV's hanging around the play area to take advantage of, so bring your own. But how does that work? You have a transport vessel waiting for you.
You can "fly" into a CZ and get asked to join, but then you got to handle that dialogue and decision whilst flying through the CZ, do you then land and deploy your SRV? what are the targets.
How does one communicate between all the layers of combatees.
All very important when scaling up combat to around surface settlements, ports and space stations.
Have to grab a thing, to talk to person, to get a tip off, to fly somewhere, to track down with the wave scanner on a surface, or a wreck to salveage in a asteroid field, etc etc.
Similar material Rewards that extend outside/interconnect on-foot, in-cockpit specific Crafting/Engineering.
The in-ship crafting fabricator can be tasked for building essential components to replace damaged components for ship repairs of the power generator, hull plating, internal bracing supports.
Turn of, replace / clean / fix, and turn on again.
Sorry if I nabbed/paraphrasing an suggestion from another thread but I want to start a thread with no fighting because (I get it) there are a hardcore sim-pilot who think this isn't relevant for them for frontier to spend time and money on - Please go vent in another thread please and stop derailing on-foot conversations.
Ship interiors
So for examples ship interiors is top on my list, but the ship would have to be stationary, parked up or the acceleration locked off, not that the momentum would be hard to program, but as valve found out in HL2 with physics simulation; in-game run speeds were near-fatal for Gordon Freeman. A slight blip in the change of momentum in the ship would kill the players. The lore pretty much says you need to be in a crash-couch or you the geeforces turns you into a puddle of skin and broken bones.Salvageable ships are static set-pieces. We have already seen how hacking air-locks works in odyssey settlements.
I am all for your own ship becomes a salvageable wreck with a timer for the ships internal integrity finally falling apart (depending on ship size).
This would alleviate npc's or players griefing player ships to "ship death", but the player can fix the ship enough to limp back to base, (also handy for crash-landing when exploring)
Stations
But we also have more internal areas of the existing stations for exploration and combat, surface installations.Subterranean warehouses and tunnels on planetary installations would be an easy addition.
For the love of god, the ringed space stations!
Missions could be given specific encryption keys that allows them access to parts of the station complexes that a pilot would not have access too.
Refining current Odyssey Gameloops
What could be made better? What could be shaved off.I love conflict zones on-foot, but that whole Triangle of combat thing felt like it never took off for me. There was an effort to make a Battlefield-esque gameplay loop, with Ship support, Surface vehicle support and on-foot support. Going to Frontline Solutions shows you the Combat-zones, but never really give you the option to tackle it other than "on-foot".
There wasn't any SRV's hanging around the play area to take advantage of, so bring your own. But how does that work? You have a transport vessel waiting for you.
You can "fly" into a CZ and get asked to join, but then you got to handle that dialogue and decision whilst flying through the CZ, do you then land and deploy your SRV? what are the targets.
How does one communicate between all the layers of combatees.
All very important when scaling up combat to around surface settlements, ports and space stations.
Integration and mission chaining
Another set of idea I saw in the other thread which I totally agree with. Integrating Odyssey rewards/mechanics into the main cockpit gameplay, like Naval Missions, rank specific locks.Have to grab a thing, to talk to person, to get a tip off, to fly somewhere, to track down with the wave scanner on a surface, or a wreck to salveage in a asteroid field, etc etc.
Similar material Rewards that extend outside/interconnect on-foot, in-cockpit specific Crafting/Engineering.
The in-ship crafting fabricator can be tasked for building essential components to replace damaged components for ship repairs of the power generator, hull plating, internal bracing supports.
Turn of, replace / clean / fix, and turn on again.