The Spacelegs(TM) gameplay mechanic discussion club thread!

Proposal for Legs, and how PP and BGS can been involved.


Design Suggestion

i) The gameplay will be around bases and larger outposts, cities will not be a part of the mechanics.
ii) Combat area will be planetside, and all military bases including research bases, mining bases
iii) Game mechanics is NPC based and player based.


To conquer a planet and assimilated it into your power, your group need to take out the bases on the ground. To do that there will be some steps to
complet before the planet will belong to your power or fraction.

1. Air superiority

Dominate the skies, you will need to defend your ground troops.

2. Take the base

To capture an area on the planet including access to resources you will need to control the base in the area.
The way to capture the base is to set boots on the ground, and get control of the base by;

1.) Communications

Fight your way to the communication center and hack the console to gain control

2.) Guard HQ

Shutdown the guard center, as soon as the terminal is hacked you will get control of the guard center.

3.) Power generators

Get access to the power generators and upload a virus to get control.

4. HQ

Take control of the HQ, this will stop the supply of reinforcement the enemy will be sending to the base every X minutes.

As soon as the base is yours, set up a beacon and reinforcements will drop in and secure the base (NPCS)
When all the bases are conquered, the planet will belong to your power or fraction.
Any station in orbit around the planet will also belong to your power or fraction.

Players can fight over bases as much as they want, mining resources will give X amount of XY and can be used to support the war effort.
If no players attack the bases, NPC forces will try to take the base, the NPCS stationed on the base will defend but if no players will get to their aid, the base will fall to the attacking force eventually.

This could be a part of PP and the BGS at the same time, it will give the players a reason to group up, it will give people who like pew pew something to do instead of CZ mining or mindless PvP.
 
yeah farming/mining some kind of valuable resource(s) is a good one and even something that could play well with RNG

Imagine if worlds had areas where ships just cannot land. But valuables live in there. You must then land on the edge, use the SRV to enter this forbidden terrain. At the maximum fuel range, you can get out of the SRV and walk, just jump boost your suits booster and then when that is emptied, walk those last 5 miles on a dwindling air supply... To find that canister or Eldritch Object. And get back to the SRV, your face already blueing. You have been as far removed from the boat as you possibly can.

Another thing that might work is allow a game mechanic to program your boat to hover above a surface and drop your SRV or yourself into caverns using a grappling system. You will live inside your helmet and control your decent. Your ship has limited fuel capability so you must hurry as you explore the cave system. You might find life, perhaps bio-luminescent algae. Or dead explorers. Mission would involve locating the remains of find out what happened to some explorer who was lost in the pinpointed area.

I imagine finding life could involve missions to extract strange eggs, plants, alien artifacts and bring it to a research facility. I remember a space game on mega-Drivve from way back when, where u could land on a world and drive around and stun, as if by mini-game, creatures and take them to be sold. I suppose in this case you would take your stun weapon with you and hunt, as you clumsy about in your suit, these Alien Jump Chickens as you curse 'Sit still so I can hit you!'

Maybe there are sub-surface barnacles?

Also, mini-games. I have always been fascinated by Space Rogue, in where you could access a mini-game to kill some spider. You know, the eight-directional type on bulky game hall machines. Hi-scores and community. Kill the Thargoids... Wave 1...
 
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What I really, really want to see in ED is wrecks. All ships going boom feels...unrealistic. Some of them will of course.

With wrecked or heavily damaged ships such EVA could be done:
* Observe and identify place required repair (repair can be done by drones, but human observation and decision making is requested);
* Audit of wrecked NPC ships for discoveries, acquiring info, etc. perfect for missions and moment-to-moment gameplay;
* Recovering bodies of dead or injured people;

Outside wrecks
* Boarding to take over the ship;
* Additional passenger satisfaction with fulfilling their tasks;

So you want to be able to upgrade your kitchenette :) A class A1 coffee maker then? A Class D2 toilet won't land you rich passengers...?

For repair work you might buy increasingly expensive training courses so you can actually repair increasingly difficult problems. But should there be a RNG involved? Even the best engineer cannot always find a solution. Maybe ability to upgrade a Personal Toolkit with better tools to attack the problem with?

But in essence, that is the same as any ship module upgrading. Its linear and in a way just another 'skin'.
 
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