On foot content is too disjointed relative to ship content, and vice-versa. But if ship interiors ever materialize, here's how that could change.

So, I have nothing to add on ship interiors as a matter of their addition. Obviously, the community wants it and hopefully one day they arrive. This is focused on how existing gameplay loops could finally be merged together into one cohesive, rewarding loop through making good use of those interiors.

Currently, gameplay loops for one of resources, money or influence in space don't really feed directly into loops on the ground, and vice versa. You get out of your ship, do your on foot stuff, get on foot materials, genetic samples and frontline bounties and their benefits are primarily felt on foot when you turn them in. How do you change this? Well, what if the player had features in their ship interior they could use to bring on foot content back into space with them? Example:

  1. Player gathers genetic sample not by just scanning, but our tool actually pulls physical material from a target
  2. You can take this back to a lab on your ship to sequence it - more genetic variation yields a more valuable result, but that is not mandatory (cut down on mindless walking from place to place to look at the same plant 3 times unless you really want to)
  3. Analyzing samples in the lab provides a few raw engineering materials (can be for both ship and on foot mats)
  4. Turn in various qualities of samples for rewards and use generated engineering materials on a ship-based workbench for your own buffs, to either your person, SRV or ship
This makes the ship more than just a glorified tour bus when doing on foot activity and provides a link between what you achieve on foot with improvements to your ship. Having a lab and workbench as a hub where ship and on foot activities can meet, merge and augment each other would actually marry the spheres of play together. Here's another example:

  1. Player gathers some mats driving in their SRV, comes across a downed satellite, gets out and retrieves some equipment from it, takes the haul back to the ship
  2. Lab is used to decode some info from the satellite and provide engineering data
  3. Workbench/fabrication unit allows for taking the physical equipment and earlier gathered mats and using them to build some product you could sell, or build special ship module or suit buffs that rely on combined on-foot and ship mats (unlike the existing inventory tab crafts which rely on only ship stuff)
You could also make the process of lore hunting more engaging. Grab a guardian artifact or a thargoid probe and analyze it your lab/tinker with it on the workbench to get some deeper information on it and provide more ways to get the requisite materials for guardian and thargoid equipment. Maybe give an AX, corrosive damage or other bonus (maybe a protective bonus) in a reduced magnitude for directly infusing something into a system on your ship.

Basically, I think to make the current gameplay loops work, they need to merge into a central point eventually - the ship interior. That's where all the fruits of different labors could come together and directly help you in other labors, making the different forms of gameplay more coherent with each other. This could also extend to the fleet carrier interiors - maybe owners could have personal quarters accessible from the elevator where features like this could be first unveiled. If there's some common point of usage for all the different features the game has accumulated over the years and benefits from those different gameplay loops can cross that common point to help you in other spheres of gameplay, then your progression (and the game's feedback to your progression) will feel much truer and more valuable than it does now, which at time takes on the sensation of just a bunch of disparate bins for you to fill. Some bins are quite fun to fill for a while of course but marrying the different loops together in this manner would make them feel more like true professions that all work together towards your advancement.
 
I thought about it more than once. So far, we really use our research ships only as space buses with the maximum jump, and if I had my "workshop" and "laboratory" in the orc, I would not have to return from the trip for a very long time.
 
I thought about it more than once. So far, we really use our research ships only as space buses with the maximum jump, and if I had my "workshop" and "laboratory" in the orc, I would not have to return from the trip for a very long time.
Exactly, having that space to manage your exploration findings and actually live in would make it more than just a profession, giving it a lifestyle feel. You're living out there while you explore, not just taxiing through the galaxy hitting scan buttons.
 
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