The whole point of SPACE LEGS is to give Cmndrs ALTERNATIVES TO PLAYING ED. i.e. Given them OPTIONAL CAPABILITY to perform EVA activities outside your SRV or ship. This in turn, would lead to countless emergent game play opportunities and high replay value. This optional Space leg/ EVA capability would provide for a variety of mission based and sand box emergent game play in both space and surface/planet.
You could also have the ability to add modules to your Holo Me suit. Which you could strategically customize depending on what you planned to do while EVA outside your ship or SRV. So for example, these suit modules could be:
- as O2 tank modules to assist in deep trek exploration on planets, outside your SRV/space ship
- shorter combat trek focused missions (so carry more weapon/ammo and med kit slots in event of hostile PvP or Thargoid encounters).
- sandbox EVA activity from the SRV.Might need to go on foot to complete things like:
- sand box/PP missions of sabotage, data espionage at planetary facilities. Or for a challenge
- executing skimmer missions doing FPS on foot. Which would have the added challenge if these were being done in Open with hostile intent PvP Cmndrs. Or
- manually perform deep space ship repair when your ship is dead in the black. VERY useful alternative feature v. having to self destruct your ship.Especially if
- your ship's power plant is busted so your AFMU can't function. This is the most important reason for an EVA repair feature. Because it's the ONLY and very dangerous way to repair your power supply to a minimum working level i.e. restore it to a minimally working state that could get the AFMU to function.
- Your AFMU is inefficient (like low grade E vs A level) or damaged. So doing EVA ship repair would aid and support this process
- serve as a life line to the rebuy screen. Especially if you're playing in Solo and don't have Fuel Rat or squadron back up to help you out if stranded.
- when failing to plan ahead i.e. if you forget to add an AFMU module, lack mats to synth and/or lack repair limpets to repair your ship. So you can EVA and do ship repair and you're not forced to blow up your ship and revisit a rebuy screen.
- being able to emergency evac your main ship on the fly for your fighter ship if NPC pilot crew is killed and vice versa etc.
- performing dangerous, dare devil exploration excursions inside gas planetary atmospheres for an extremely limited period of time (due to hostile environment, radiation etc). With the significant possibility to even have your main ship destroyed as an added risk. Reward is a notable entry in the Codex and recognition for Pilot's Federation
- doing mat collection/mining activities on foot on planets with extreme low G, steep slopes, rocky surfaces that make SRV navigation and/or landing your ship difficult. Or
- performing mission/sand box based SAR missions. Space legs provide the ability to gain better access to SAR sites to collect escape pods etc.
- exploring crash sites to collect/harvest mats for synth, mining, exploration Codex entry rewards etc.
- investigate biological life/guardian tech up close (and possibly get credit for fully exploring a Guardian tech or dangerous Thargoid structure/site by default of being up close on foot). Works similar to how first explorers get recognition and credit in Codex for discovering new systems/collecting complete planetary data with the FSS etc.
- exploiting potential trading opportunities with other players. Like during
- CG meet ups or pre-designated Cmndr meet ups in Open/PG instances.
- Friendly player to player planet encounters with normal/black market commodities exchange trading (for credits).
- Friendly player to player planet encounters with normal market commodities transfer (for free). i.e. giving another player/Wing member free vital needed supplies like water, O2, health med packs etc. Could be in context of a random SAR encounter, FR encounter etc.
Personal inventory traded quantities would be limited by a designated inventory space/Holo me weight limit. So for trading focused EVA trips like this, you'd need to optimize the amount of inventory space slots in your "back pack". Also trading illicit/prohibited cargo would be more immersive and/or riskier depending on what faction system, system security level and/or Open v. PG game play you were in. So for example:
- trading hot illicit cargo in Federation space with NPC contacts could be extended designated NPC encounters outside of planetary base black market contacts. Especially useful if the planetary base is not controlled by the black market criminal's faction. A RNG POI could direct you to drive your SRV to a designated location to meet the criminal/pirate NPC. Player could exit their vehicle and manually transfer illicit/illegal cargo from their personal inventory to NPC inventory.
- For larger/special commodities like slaves, Cmnder would restrict player to taking 1-2 slaves in the SRV (as you can't carry them around in your back pack inventory). Player drives their SRV to NPC pirate/dealer/privateer contact, conducts trade and cargo transferred from SRV to NPC vehicle.