Hopefully Frontier can improve QoL with settlements as it gets more monotonous each day seeing the same thing:
1. Have citizen NPCs onboarding and departing transport ships when landed.
2. Have citizen NPCs wander settlements outside and inside buildings and interacting with other settlement workers and guards
3. Have NPC guards randomly scan NPC citizens, which maybe (low chance) criminal with chance to surrender and arrested or hostile (by themselves or group of NPCs i.e. gang). Player can partake in killing and claim bounties.
4. Players ability to surprise choke hold with option to pass out or kill NPC if undetected close behind
5. Allow players to pick up, carry, and drop passed out or dead bodies into large containers inside and outside. Any NPC seeing the choke or body carry will run to set off alarm or advise a guard triggering wanted. Passed out can wake I.e. 1-3 hours later
6. Allow players to hide in large containers if NPCs are searching (Yellow) with variable chance they do or don't search a container.
7. Turning Authorisation Scans off can have a reasonable chance and power centre off (power regulator) definitely attract for a worker or guard to come and inspect to turn back on I.e. when guard or NPC with lower level sees door open for a door that requires a higher level. Guards should be at least be able to power charge door socket to open when there is no power.
8. More furniture styles and variable arrangements to make rooms and interiors more unique.
9. For locked lockers and containers, replace ebreaches with a hacking tool that works with a puzzle system to unlock. The higher lock level, the harder the puzzle to unlock and hardest locks can have a better chance of rarer items.
10. Introduce a shuttle system, pay to travel, free to walk around and sit with players and NPCs within with time to travel between settlements on the same planetary system while there is no conflict.
11. Interact with all the seats. Not all seats can be sat on.
12. Allow interaction with machines (coffee, alcohol, etc giving slight short duration buffs) and NPC warnings and alarming if caught
13. Small chance of bandit raid on the settlement. Player can support the faction and earn rep and credits or hide. If bandits kill all NPCs, they start exploring and looting lockers and containers. Alarm triggering can call police or more guards dropped on site.
14. Deck crew AI: Even just a few guys with clipboards and messing with machinery at landing zones and starport docks.
15. Be able to Dismiss and Recall SRV to my location (as close as possible) as long as Ship is landed and within a range distance (i.e. 1KM or 2KM). If Tesla can do this now, why wouldn't someone perfected it in the future.
16. Landing ships cause disruption to normal patrol routes, which can result in some guards and NPCs visiting the ship to perform duties. It could depend on type of ship as well to add variety, so this could be factored into stealth gameplay. This would make more sense in Settlements with less traffic so visitors would be considered more suspicious.
17. See more nuance to Settlement approaches so that they have to be considered depending on mission goal, extreme Stealth gameplay where you need to land outside of the no fire zone and drive in out of line of sight of an NPC or drone to remain unspotted. Landing at the pad of a more secure or isolated Settlement should bring more suspicion and active scanning when disembarking and more danger for leaving it parked when things turn hostile.
18. Ability to set off a Settlement-wide decoy i.e. setting a large explosive timer and only one can be carried, doesnt need to do building internal damage but should attract nearby guards and drones to the area to assess.
19. Workers, are more like canon fodder, they are good in that they can raise an alarm but once the alarm goes off i think the majority of them at least would go into hiding if they are not in direct confrontation, more running away is required, maybe Settlements should have secure rooms, this would need to be considered during Settlement massacre missions where turning off alarms and power and maybe sabotaging the secure room would be required beforehand.
20. A trade network form among Agricultural Settlements where you could sell Genetic Samples for a higher price than Vista Genomics research institute. Could be a Black Market for more rare specimens or even a method for Settlements to request certain species, on the terminal screen or via a Researcher inc bartering and time lines. Possibility to steal items in storage and sell them to another competing faction Agri Settlement, no need for a mission. Could have the same trade network idea for extraction settlements. Maybe this would be entirely black market as it would be subverting the normal trade system. This could involve full specimen samples that require a new module type for storage, inc. for the SRV where the specimen will decay over time.
Would love to hear others thoughts and ideas.
1. Have citizen NPCs onboarding and departing transport ships when landed.
2. Have citizen NPCs wander settlements outside and inside buildings and interacting with other settlement workers and guards
3. Have NPC guards randomly scan NPC citizens, which maybe (low chance) criminal with chance to surrender and arrested or hostile (by themselves or group of NPCs i.e. gang). Player can partake in killing and claim bounties.
4. Players ability to surprise choke hold with option to pass out or kill NPC if undetected close behind
5. Allow players to pick up, carry, and drop passed out or dead bodies into large containers inside and outside. Any NPC seeing the choke or body carry will run to set off alarm or advise a guard triggering wanted. Passed out can wake I.e. 1-3 hours later
6. Allow players to hide in large containers if NPCs are searching (Yellow) with variable chance they do or don't search a container.
7. Turning Authorisation Scans off can have a reasonable chance and power centre off (power regulator) definitely attract for a worker or guard to come and inspect to turn back on I.e. when guard or NPC with lower level sees door open for a door that requires a higher level. Guards should be at least be able to power charge door socket to open when there is no power.
8. More furniture styles and variable arrangements to make rooms and interiors more unique.
9. For locked lockers and containers, replace ebreaches with a hacking tool that works with a puzzle system to unlock. The higher lock level, the harder the puzzle to unlock and hardest locks can have a better chance of rarer items.
10. Introduce a shuttle system, pay to travel, free to walk around and sit with players and NPCs within with time to travel between settlements on the same planetary system while there is no conflict.
11. Interact with all the seats. Not all seats can be sat on.
12. Allow interaction with machines (coffee, alcohol, etc giving slight short duration buffs) and NPC warnings and alarming if caught
13. Small chance of bandit raid on the settlement. Player can support the faction and earn rep and credits or hide. If bandits kill all NPCs, they start exploring and looting lockers and containers. Alarm triggering can call police or more guards dropped on site.
14. Deck crew AI: Even just a few guys with clipboards and messing with machinery at landing zones and starport docks.
15. Be able to Dismiss and Recall SRV to my location (as close as possible) as long as Ship is landed and within a range distance (i.e. 1KM or 2KM). If Tesla can do this now, why wouldn't someone perfected it in the future.
16. Landing ships cause disruption to normal patrol routes, which can result in some guards and NPCs visiting the ship to perform duties. It could depend on type of ship as well to add variety, so this could be factored into stealth gameplay. This would make more sense in Settlements with less traffic so visitors would be considered more suspicious.
17. See more nuance to Settlement approaches so that they have to be considered depending on mission goal, extreme Stealth gameplay where you need to land outside of the no fire zone and drive in out of line of sight of an NPC or drone to remain unspotted. Landing at the pad of a more secure or isolated Settlement should bring more suspicion and active scanning when disembarking and more danger for leaving it parked when things turn hostile.
18. Ability to set off a Settlement-wide decoy i.e. setting a large explosive timer and only one can be carried, doesnt need to do building internal damage but should attract nearby guards and drones to the area to assess.
19. Workers, are more like canon fodder, they are good in that they can raise an alarm but once the alarm goes off i think the majority of them at least would go into hiding if they are not in direct confrontation, more running away is required, maybe Settlements should have secure rooms, this would need to be considered during Settlement massacre missions where turning off alarms and power and maybe sabotaging the secure room would be required beforehand.
20. A trade network form among Agricultural Settlements where you could sell Genetic Samples for a higher price than Vista Genomics research institute. Could be a Black Market for more rare specimens or even a method for Settlements to request certain species, on the terminal screen or via a Researcher inc bartering and time lines. Possibility to steal items in storage and sell them to another competing faction Agri Settlement, no need for a mission. Could have the same trade network idea for extraction settlements. Maybe this would be entirely black market as it would be subverting the normal trade system. This could involve full specimen samples that require a new module type for storage, inc. for the SRV where the specimen will decay over time.
Would love to hear others thoughts and ideas.
Last edited: