Right now we have T1 or T0 for the following:

  • Bounty Hunting
  • Mercenaries
  • Piracy
  • Trading
  • Mining
  • Salvage
  • Racing
  • Medical/Rescue
  • Refueling
  • Repair

We’re still missing mechanics for:

  • Exploration
  • Smuggling
  • Data Courier
  • Passenger Transportation

Am I missing anything else? It’s kind of crazy to think we have at least T0 of so many game mechanics now. What are you most looking forward too? This can be either unimplemented or gold standard or any mechanic.

  • Nova@citizensgaming.comOP
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    11 months ago

    Personally, I want to see better bounty hunting. What we have now are just kill missions and there’s not much finesse to it.

    I want to have to track my prey down to somewhere inside a bustling city or outpost, or find where they’re hiding in an abandoned asteroid mining facility. Missions should go through several stages, where we have to track down and interrogate outlaws that might know where our target is. I’d also like to see apprehension missions be worth a lot more than kill missions.

    I think there’s a lot they can still do with this profession!

  • Planetur@citizensgaming.com
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    11 months ago

    I like playing pretty much all game mechanics, but I know I’m going to get most of my money from Trading, so that’s what I’m looking forward to the most.

    Unfortunately, we won’t get a real taste of trading until CIG adds multiple other solar systems. True space trucking across multiple systems is going to be a lot of fun.

    • Mind_Ctrl@lemmy.sdf.org
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      11 months ago

      Tony has shown off Quantum a bunch of times. I’m really looking forward to the dynamic economy. Almost all space games so far have had static trade routes, but with SC that should all change!

    • sky_driver@citizensgaming.com
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      11 months ago

      We really need engineering because it will add more to do for multicrew gameplay. Right now just sitting around waiting for something to shoot isn’t that thrilling.

  • Shadesto@lemmy.world
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    11 months ago

    I’m all about medical!

    What we have now is a huge step forward from before, but there are so many parts of medical gameplay that we haven’t even scratched the surface of. I hope CIG does it justice!

  • Netman@lemmy.dbzer0.com
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    11 months ago

    Racing needs some love. It’s nice to see them actually working on it again, but I’m not sure if they realize how much the players love to race.

    They need to just give us the ability to create our own waypoints. The players will make the racing content for them!

    • Tater291@lemm.ee
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      11 months ago

      Man we need this so bad. Let players make tracks and have some kind of front-end for players to look through them / rate them. It would be cool if the server could give payouts for winners, even if it’s only like, 100k an hour max or something.

  • harpuajim@lemmy.ml
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    11 months ago

    VR. I stopped playing Elite after Odyssey and I’m hoping that CIG puts in proper VR support.

    • Cathisma@reddthat.com
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      11 months ago

      Oh man, this would be massive. I only played E:D with VR a few times, but it felt amazing!

      They’ve got a long ways to go to get it working in SC, but I really hope they keep true to the kickstarter goals and add it eventually.

    • JeffCraig@citizensgaming.comM
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      11 months ago

      I messed around with VR a bit last year and parts of it worked really well. Other parts not so much. But because the game already supports full head movement, it’s more or less ready for VR today. They just need to hire a team to work on it :D

      This is also something that’s high on my list of wants!

  • pastromic@citizensgaming.com
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    11 months ago

    Obviously we want to see exploration. It’s hard to even really grasp what exactly CIG is going to do for it. We’ve seen a few concept renders and things for how the exploration scanning is going to work, but I feel like there’s a ton of content that will need to be made to make it interesting. Lots of derelect ships and station, points of interest on planets, and unique content that make players feel like they’re finding something new. I really hope they can pull it off.

      • tenform@citizensgaming.com
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        11 months ago

        Man I can’t wait till exploration scanning is in game. I imagine there will be some pretty cool procedural point of interests that are on-the-fly generated!

  • Tater291@lemm.ee
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    11 months ago

    Not a major game mechanic per-se, but I’m looking forward to a better contract system. All of these professions will be great, but without the ability for players to contract other players, they all fall short. Imagine a mining captain issuing a contract for players and they automatically get paid out a set amount for the work they put in. That system is going to really improve the game!

  • Athetesis@citizensgaming.com
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    11 months ago

    More than anything, I just want fleet battles.

    Look at a game like EVE. It is what it is today because of the political struggles and the wars between major factions. I don’t expect SC to get close to that, but fleet battles should be enough to keep the Orgs fighting and grinding.

    • JeffCraig@citizensgaming.comM
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      11 months ago

      yeah I think in one of the recent monthly report they called out that there’s still a lot of work to be done to get anywhere near believable NPCS:

      Last month, AI Tech finalized work to allow NPCs to transition between EVA and environments with gravity. This required an update to the usables code, including exposing it to enter and exit location information. Now, NPCs can enter and exit ships through airlocks or hatches by vaulting over ledges. The team also implemented simple behaviors and assignments for entering and exiting ships, which compute a path to a location and utilize the most suitable usable to finish the transition.

      On the navigation-system side, AI Tech upgraded navigation links to connect two volumes from different zones, which is needed for moving platforms. The previous implementation only allowed links between parent and child zones rather than between two unrelated zones. Further optimizations and improvements were made for navigation-mesh raycasts too.

      There’s still so much work to be done there (plus get servers working well enough to allow the AI to function).