In Brief:
- EVE Frontier (official site) previews player-designed ships and material-based manufacturing in its Cycle 7 update.
- The revised flight model and asteroid mining are set for immediate testing.
- Developers aim for a more dynamic resource economy and ongoing exploration.
Developers outline future plans
EVE Frontier’s Cycle 7 founder Q&A video presented ambitious plans for gameplay enhancements, including player-designed ships and material-based manufacturing. While these concepts are still in early development, the team emphasized that they are foundational to future iterations of the game.
The revised flight model and asteroid mining will be the focus of immediate testing. The team opted for an early release to gather player feedback on these mechanics rather than waiting for a polished version.
A new approach to manufacturing
One of the key topics discussed was “digital chemistry.” Current manufacturing requires fixed recipes that specify particular ores in set quantities. The new system will allow players to use various ores based on their properties, effectively letting them mix materials to create items with different characteristics. This could enrich the game’s industrial economy, allowing less common ores to gain significance.
Flexible ship construction
Ship construction will also evolve. The existing modular components are limited to specific interiors and attachment points. Long-term plans include allowing players to assemble ships from various structural sections, personalizing size and capabilities within the game’s physical constraints. Players may purchase ready-made ships from Fenris Creations or others, fostering a marketplace.
The developers noted that larger ships should not just offer superior stats but provide different gameplay experiences. For example, larger vessels may come with higher operating costs and greater requirements for support but can fulfill vital roles alongside smaller ships.
Travel and exploration redesign
Gateless movement between systems is another intended feature. Removing jump drives marks a shift away from immediate powerful travel options to a more gradual progression system. Players will earn increasingly potent travel capabilities, aligning with the game’s broader exploration goals.
While star systems are not anticipated to shift dramatically, their contents and threats may evolve, offering players reasons to revisit these areas. System-level scanning tools are planned to enhance exploration, although the team acknowledged current gaps in discovery capabilities.
Resource competition and automation
Developers plan for resource competition, including claiming valuable asteroids. However, they identified a lack of counterplay for current conditions, which diminishes player engagement in PvP scenarios. They mentioned potential environmental pressures to encourage protection of industrial operations, like having feral drones responding to player activity.
Automation features are envisioned but will require player advancement. The developers recognized that experienced players often clear out starter resources, leaving newcomers at a disadvantage. Digital chemistry could potentially address this, as low-grade materials would still support basic tasks but would be inefficient for advanced industry.
Unfinished systems and player tools
The Q&A covered unfinished aspects of interfaces, social systems, and docking mechanics. Players should expect improved controls and customizable settings for both keyboard and controller gameplay. The team is exploring new social structures that could evolve beyond static groups, and docking could facilitate interaction between ships and structures.
The overarching goal throughout the discussion remains clear: empower players with interconnected tools to create their designs, organizations, and economies, acknowledging that much work lies ahead.
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