• 117 / 215

    Features and mechanics that directly impact the player

    • 18 / 30

      Skills, their cost and utility to the player

      • Skillpoint generation

        13 / 15

        Time-based and Activity-based systems to generate skill points

      • Skills

        5 / 15

        Variety and utility of player skills

    • 9 / 10

      Realtime chat features, channels, direct messaging, and more

    • 9 / 10

      In-game mail system for players to communicate asynchronously

    • 32 / 100

      Player group mechanics and features - Primarily two types

      • On-zone Groups

        2 / 50

        A dynamic player collection that is primarily to help players organize while deployed on zone

      • Organizations

        30 / 50

        A player group mechanics that will function as a 'Guild' offering similar features

    • 49 / 65

      Features and content to help (new) players learn the game

      • Tutorial

        25 / 25

        A full tutorial flow to introduce player to the essential controls and actions

      • Help resources

        10 / 20

        A dynamic or static repository of helpful materials that could be any guide or tutorial that can be referenced by players

      • Info discovery

        14 / 20

        Features that allow players to 'discover' information about items or mechanics as they encounter them. Tooltips, 'more-info' options..

  • 76 / 115

    All of the resources, components, and products players can build, combine, fit and use to advance in the game

    • 35 / 40

      Item storage in cargo, base storage and more. Limited and unlimited with fees.

    • 27 / 45

      Primary mechanism that allows for fitting of Equipment and is the required element to embark into the zone

      • Fitting constraints

        8 / 10

        Rules, limits, and mechanics for allowing or disallowing particular module combinations on particular chassis

      • Chassis Stats

        9 / 10

        Base attributes and values that determine the function and performance of the chassis in particular areas

      • Chassis Bonuses

        10 / 25

        Bonus system that provides state enhancements when the player increases particular skill levels

    • 7 / 10

      Items that enhance or provide additional functions to chassis.

    • 5 / 10

      Items that are consumed by Equipment when required to activate

    • 2 / 10

      Deployable or other consumable items

  • 72 / 90

    Items, value, and the exchange of

    • 28 / 30

      Features that enable Item creation and production from other item resources

      • Facilities

        18 / 20

        The features that enable players to transform items in the production chain, using different facilities at different stages

      • Item production

        10 / 10

        The full production chain from raw materials to finished products

    • 44 / 60

      Market features that allow players to obtain items, and sell items for currency

      • Orders

        9 / 10

        Features to allow players to request goods or post goods for sale

      • NPC Autonomous actors

        35 / 50

        Dynamic NPC orders and actions on market to provide baseline movement and ensure availability and demand for key goods

  • 142 / 220

    Everything experienced 'on-zone'. The world being a network of connected Zones by way of Teleports

    • 57 / 85

      Combat mechanics

      • Vision mechanics

        11 / 15

        How Players or NPCs can initially discover the presence of enemy chassis nearby

      • Targeting

        15 / 20

        System to direct fire of module activations

      • Damage application

        10 / 20

        Damage application and remediation, repair, resistance, and more

      • Line of sight

        15 / 20

        Cover, blocked shots, and hit probabilities

      • Terrain-based advantages

        6 / 10

        Localized advantages based on terrain properties of either the source or target's position

    • 18 / 20

      Server-side physics system to provide legal movement consistency to all clients

    • 24 / 40

      Activities players can engage in on-zone to obtain resources

      • Mining

        9 / 10

        System to obtain raw Ores by means of scanning

      • Archeology

        8 / 15

        System to obtain raw Research Elements by means of scanning and exploring

      • PVE combat

        7 / 15

        Combat with NPC chassis that yield other raw materials

    • 8 / 10

      bases, teleports, and other static elements on zone that players can engage with

    • 8 / 15

      Walkable and impassible areas, high-ground, cover and more

    • 4 / 10

      Weather, time of day, seasons and other things that could apply effects or be merely for a more engaging visual experience

    • 23 / 40

      Features, mechanics, and parameters to customize the PVE combat experience

      • AI/Behavior

        13 / 20

        The stack to control and provide different behavior that is either innate or situational - and able to be configured - providing a scale of difficulty not linked to merely item power

      • Spawns and groups

        10 / 20

        NPC presence on zones, how they enter and respawn, interact with each other

  • 44 / 130

    Tracking all of the art generation and work that is not strictly related to the development of particular features listed above.

    • 4 / 15

      What the game is about, what the player is doing, how they fit into the world, and what are the motivations extrinsically

    • 6 / 10

      Tracking the initial phase of art generation to cover all items with custom art work - at least a first pass

    • 10 / 20

      Tracking the initial phase of art generation to cover all items with custom art work - at least a first pass

    • 17 / 30

      A goal to track UI polishing of various features and views in the game, zone interface, base interface, etc

    • 7 / 55

      This tracks the completion of a 'first pass' balance effort on all parameters in-game that have yet to be reconciled

      • Item parameters

        1 / 20

        Creation of, and balance of all items and item parameters - Development of balancing regime for vertical scale

      • Combat parameters

        3 / 15

        Balance the core constants, limits, of physics, ranges, and other on-zone combat parameters that simply need to be set

      • Industry and resources

        1 / 10

        Balance of resource availability, amounts, rates, along with their consumption in production processes to attempt targeting a rate that will match demands

      • NPC balance

        2 / 10

        Balance difficulty, engagement and rewards for PVE combat activities via NPC entities and mechanics