Ship interiors
slowly shift towards a player driven economy and player made corporations (we would still have the NPC markets but the prices for NPC built ships will be higher)
instead of a player base, an Industrial Complex (IC) run by your corporation and made of different sections each with a different role (research, production, etc)
FDEV Predefined capital ships / vehicles OR:
Research new vehicles, ships (capital ones), in a modular way, (allow to set (increase, decrease) the dimension of the modules (with a minimum and a max size)). Ships will have resulting flight characteristics based on the tonnage (number of modules) and size of engines which in turn (as well as the shields and cannons) will depend on the size of the powerplant module.
buy mining/extraction equipment and set up routes for materials from extraction to processing site
buy trucks / means of transportation that will require fuel and operating costs and assign them to said routes (we already have NPC traffic in the game so it would receive a purpose)
implement means of conducting espionage (hacking a certain console and downloading the current automatic routes of transportation schedule) and allow piracy of said means of transportation
buy NPC guards / hire players (corp members) that will be paid monthly wages + operation specific bonuses which will translate in ability to take a mission from a mission board. Collateral so they don't go rogue and rob their own assets. Automation should be way more costly.
allow materials/commodities storage in ICs
ICs will produce all kind of stuff (ships - buy blueprint from NPC ship manufacturer and build as a franchise) and will supply both player and NPC markets (planets) but also build capital ships (used for planetary bombardment)
ICs protected by huge shield dome generators
Capital ships can be attacked by small ships that get under their shields and disable key components or by prolonged fire from planetside cannons connected to the ICs
ICs will have a powergrid limit
Succesfully attacking an IC will grant access to research progress (in the form of partial blueprints) and production resources.
More vehicles at our disposal culminating in a Tank simulator, ability to assault ICs in corporation wars.
Sniper rifles (headshot bonus damage multiplier).
Allow weapons customization (modding - just like in Fallout 4)
Ideas are from Eve online, European Truck simulator, Planetside 2, Empyrion, Fallout 4, Star Wars Rebellion.
slowly shift towards a player driven economy and player made corporations (we would still have the NPC markets but the prices for NPC built ships will be higher)
instead of a player base, an Industrial Complex (IC) run by your corporation and made of different sections each with a different role (research, production, etc)
FDEV Predefined capital ships / vehicles OR:
Research new vehicles, ships (capital ones), in a modular way, (allow to set (increase, decrease) the dimension of the modules (with a minimum and a max size)). Ships will have resulting flight characteristics based on the tonnage (number of modules) and size of engines which in turn (as well as the shields and cannons) will depend on the size of the powerplant module.
buy mining/extraction equipment and set up routes for materials from extraction to processing site
buy trucks / means of transportation that will require fuel and operating costs and assign them to said routes (we already have NPC traffic in the game so it would receive a purpose)
implement means of conducting espionage (hacking a certain console and downloading the current automatic routes of transportation schedule) and allow piracy of said means of transportation
buy NPC guards / hire players (corp members) that will be paid monthly wages + operation specific bonuses which will translate in ability to take a mission from a mission board. Collateral so they don't go rogue and rob their own assets. Automation should be way more costly.
allow materials/commodities storage in ICs
ICs will produce all kind of stuff (ships - buy blueprint from NPC ship manufacturer and build as a franchise) and will supply both player and NPC markets (planets) but also build capital ships (used for planetary bombardment)
ICs protected by huge shield dome generators
Capital ships can be attacked by small ships that get under their shields and disable key components or by prolonged fire from planetside cannons connected to the ICs
ICs will have a powergrid limit
Succesfully attacking an IC will grant access to research progress (in the form of partial blueprints) and production resources.
More vehicles at our disposal culminating in a Tank simulator, ability to assault ICs in corporation wars.
Sniper rifles (headshot bonus damage multiplier).
Allow weapons customization (modding - just like in Fallout 4)
Ideas are from Eve online, European Truck simulator, Planetside 2, Empyrion, Fallout 4, Star Wars Rebellion.
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