- release
It was planned to start with a low population.
Light mining/harvesting robots will be available on the market.
Existing corporations need to pay the 250,000 after on release.
Trial accounts are planned, no details yet.
- patches and updates in general:
Bugs fixes and patches will be rolled out as they are finished.
Expansions are planned but the timing isn't set yet.
The world will be expanded as the player population rises.
No ep loss due to server down time.
No daily unplanned server downtimes.
No daily maintenance planned.
- next things to come:
The primary focus now is to add corporation built structures and plantations.
The exact nature of theses structures (destroyable, etc.) is not fixed.
Depending on how long it takes, a content expansion might come before that.
It will be possible for solo players to build their own structures.
- gameplay:
Tutorials for Recycling/Prototyping/Factory will be added in the (near) future.
Plans for moderated channels.
Container hacking has been discussed and dropped for now.
No voicechat planned.
No state recording and fraps feature
No plans to add any form of non-teleport travel.
- gui:
The gui is constantly being improved as needed.
It might be possible to move the chat window outside of the game window.
No plans to add a preview fitting tool for modules/weapons.
No plans to add a local chat (due to the majority on the forums.
- world:
New (core) islands will be added if it gets too crowded.
No improvements to terrain factors (modifiers of movement speed).
Passable/unpassable terrain will remain as it is.
Plans to add dynamic weather effects.
New factions will be added in the future.
A test server is planned.
The islands are being upgraded and diversified (graphics, color).
There are plans to add more PVE content.
Plans to add zones that are broken up into smaller islands.
- characters:
It was intentional to force specialization among the players.
It is planned to add a possibility to change the attributes somehow.
Avatars will be improved if possible.
- relations:
There will be more options for corporation management.
Alliances are planned for the future.
Player built bases will have the feature to limit access of non-corporation players.
It is planned to add corporation logos to robots (vanity feature).
- robots:
No dedicated support mechs (like remote rep or triage) in the works.
Mech lineup will be expanded.
Destroyer bots (2.5 times the size of heavy mechs) are planned.
It is planned to have custom/hybrid robots (i.e. a mix of chassis, head and legs).
Bigger and smaller robot classes are planned.
New travel methods have been abandoned for the near future.
Stealth modules are in the works.
No planned naval, undertround or transformer robots planned.
A Information about the number of arm slots is on the todo list.
New bigger robots will be more powerful, have their weaknesses and require more resources/time to build.
It is being discussed of how to increase bot speed.
No plans for air support or flyable bots.
- weapons:
Artilliary and AoE type of weapons will be added in the future.
Variation when producing weapons (modified attributes) is not planned.
- combat:
The 1km radar range might be changed in the future.
Player collision won't be added (being exploitable).
The movement of a robot won't have an effect on the chance of being hit.
Instances are still being discussed.
No plans to add player controlled drones/pets.
Plans to make parts (leg, head, chassis) of robot destroyable.
Plans to add being able to see what squad memebers are targeting.
Plans to switch ammo in all weapons.
- mining/harvesting
There is going to be a lot more with plants and mining.
Plans to add deployable mining structures (i.e. unattended mining).
- pvp:
The intrusion system won't change dramatically.
Features will be added to make owning an outpost more worth it.
Struggling with the idea of a bounty feature.
The idea of Arenas was abandoned.
No plans on hacking another's robot (take over the robot).
Plans to add identification of who is owning a station.
- market:
Working on a scenario for a singular dominant trade hub.
Markets in safe zones will always be seperate markets.
Read only market access on the terrain is planned.
A corporation-inside-market is being discussed.
- offline game info:
Offline kills and losses information is on the todo list.
Entity and extension data dump for offline access is not planned yet.
It is intended to add some offline applications.
- game supervision:
No esrb rating. The game is under constant change.
A GM policy is in the works.
A code of conduct will be published soon.
No alternate accounts/characters for GM/DEVs.
- botters and cheaters:
Macroing is not allowed.
Instant ban on discovery.
- subscriptions:
New payment options will be added as needed.
- hardware and programming:
The client is written in C++ and little Assembly.
The server is written in C#.
Graphics are dony by DirectX 9.0c.
No plans to upgrade to Dx10/11.
Servers will be upgraded as needed (to fight lag issues).
Servers use a 100meg internet connection.