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# System prepended metadata

title: FutureCrew

---

# FutureCrew

Living in the void is no easy task. Use exploration and wits to keep your crew alive. 
Upgrade your gear through exploration, trading, crafting, and killing
Collect and trade parts to build and upgrade permanent ships (and other gear?)
    
Focuses:

- exploration
- trading & quests
- crafting
- combat
- Better progression system:
    - Combat ships are no longer flush with gear round start or are removed
    - No easy ways to game the system
    - Permanent gear should feel rewarding and personal
    - Trading and exploration driven RND
- hardcore gamemode
    - ships are spawned or purchased
    - permanent ships can only be spawned once per round
    - ship limits
    - random KOS events
    - hunger and mood
    - antagonists

## Trading

- Big emphasis on player to player trading, as well as player-to-ai trading
- Traders (or cargo) can give quest rewards, buy your items, or get you your sold ones via pods (low tier) or teleportation beacons (high tier)
- You can complete semi-generated quests for traders to get discounts and rewards
- Traders can sell tech disks to unlock new technologies

## Exploration

The void will be teeming with resources you can harvest to keep you alive

- Scan local plants and wildlife to collect research points and fast-track unlocking technologies (like civ bonuses)
- Black market terminals scattered around the void give you access to selling drugs and rare animal organs, as well as running illegal missions.
- Find ship and weapon parts that can construct permanent versions of themselves
    - These can be collected and traded like baseball cards
    - Rare parts deemed illegal have a wide variety of strange and dangerous uses, and can be found and traded on the black market
- Fishing, restructed cooking and hunting will give you and your friends things to do on a planet and keep you alive

## Combat

-  Weaponry should be more structured and balanced, rather than the mishmash of gear we have today. 
-  The way you get weapons should be restructured to support our future goals.
    - You could buy weapons at traders (similar to cargo)

## Persistence

- Permanent, upgradable ships and weapons. Getting these things should be costly and upgrading should feel rewarding. 
    - As you upgrade further and further you get better tech and gear
    - Starting ships are dogshit
- Economy rework
- Ship and weapon parts market

## Random improvement Ideas:
- Ship biological lock hacking, steal ships!
- Fix and recreate random events