I have an idea for a major patch. I think the campaign is currently lacking in global meta-progression. There’s a story in the game, but it doesn’t really affect anything—we just keep choosing a couple of random missions and a station each time. That’s it.
My proposal is to add a new level of gameplay, similar to how talents were added to player skills, but this time for the entire team. I want the choice of faction to truly change the gameplay experience.
For example, upon arriving at an outpost, an event might trigger that affects the entire submarine, forcing you to choose: either participate in a separatist underground operation or get kicked out. There should be buffs and debuffs tied to these choices.
I want the world to feel truly alive, and for us to witness that. Right now, all missions feel like side quests—we need main missions!
I also want hostile outposts to be genuinely dangerous. Instead of letting you dock and then suddenly discovering “wow, it’s the enemy!”, why not add turrets to stations so that players can capture them immediately? After all, the mechanic for capturing enemy submarines is among the deepest and most varied in the game.
Right now, every voyage feels like Groundhog Day—only the sequence of events changes.
Some ideas:
- A mission to participate in cultist worship in ruins.
- A stealth diversion mission.
- A mission in which the entire team turns traitor—arriving at a station, deceiving the bots, and stealing protected data from a safe at any cost.
- Research missions from the Coalition, for example.
- Intimidation missions from the Separatists, such as hunting peaceful ships.
- A 3v3 submarine battle: Coalition vs. Separatists.
- A mission to overthrow the authorities at a station.
- And so on.
Organize all of this into a procedurally generated storyline system, clearly define the political boundaries on the map, and design the campaign so that it can be completed in multiple ways!