So where does that start? Does that start with the development of the individual game features, like the evolution of power systems and the evolution of components and subcomponents?
TL;DRIt starts with ship game systems: they're reviewing how systems interact so roles emerge naturally for players rather than being artificially prescribed, with more ship features discussed as a longer-term topic for another show.
Yeah, it starts with game systems. It's one of those things where we don't want to have this very artificial feeling of, oh, this is what you do if you're this role, and if you're a weapons officer, this is your screen and it's designed for weapons ops. We want it to feel a little bit more natural, where players can come up with these roles themselves. But what we need to do is consider how the gameplay systems in the ship interact with each other, and more importantly, how players interact with them, so that when they get combined together, the natural result will be roles like you see in a stereotypical multi-crew spaceship. And so that's pretty much what we're doing now: reviewing a lot of ship systems and trying to see what we can do to increase the depth and make it interesting for players to engage with those systems. And then obviously, longer term, is adding more features to ships. I think that's probably a discussion for another Calling All Devs.