# Direction
###### tags: `Deprecated`
## Overall goals
* Introduce progression
* Give players something to do (establish a gameplay loop)
* Reduce reliance on admin intervention
## Space-sim (Current)
This path takes Shiptest down the road similar to games such as Elite: Dangerous, Starsector, Endless Skies, and other such "Space-sim" games. These games focus on combat, trade, and exploration specifically, and as such, the rebalancing of the many economies in the game will need to be overhauled significantly to make them more conducive to gameplay. Additionally, progression will need to be tied to one or more economies, as the general goal of these games is to progress onto ships and equipment that allows you to combat, trade, and explore better.
### Main Goals
1. **Make money meaningful**
1. Finish removing previous Goofconomy bloat
2. Remove selling pads & express delivery consoles
3. Add outposts with limited inventories in limited locations
4. Centralize money on the ship (Kill off individual bank accounts) (Optional)
2. **Make earning money meaningful**
1. Bounties - Incentivise doing things you might not otherwise do: going to rare planet types, driving through hazards with a scanner, capturing a simplemob alive and hauling them to an outpost, &c
2. Trading/Shipping - Find a way to create a shipping economy by shipping supplies from outpost to outpost, outpost to ship (think amazon), or ship to ship.
3. Combat - After money is meaningful, the possibility of non-destructively raiding a ship may be more viable. Ensure that money is not hard to get or easy to hide, as that will lead more often than not to ships being blown up for not cooperating.
3. **The fuel economy**
1. Initial balance pass of all thruster types
2. Introduction of rarer gas (ensure it has multiple uses and reactions) in order to make fuel an actual concern
3. Have this rarer gas be refined at and imported to outposts, for normal ships' purchase
4. **The "essentials" economy**
1. Increase O2 use per carbon
2. Make hunger an actual concern
## FTL (WIP)
This option follows a slightly more linear progression, akin to FTL, barotrauma, or other related games. These two allow players to choose directions in a web of paths, with FTL having a specific destination (the jump to the next system) and both having an incentive to keep moving forward (FTL has the rebel fleet's encroachment, barotrauma has Jovian radiation) so that players are slowly forced to point B from point A, while still allowing them time to explore and choose where to go.
### Main Goals
1. **Establish a more linear and directed overmap system**
1. Overarching super-overmap that has subsystems akin to what we have currently you traverse? Remove systems like we have now entirely?
2. Make each overmap node have an interesting encounter akin to FTL, whether that be something to fight, something to land on, some event, &c.
3. Make travel between nodes more interesting? Require active piloting the whole time? See: Barotrauma
2. **Make ship upgrading more a part of progression**
1.