A Metroid knockoff with with RPG elements that uses a Metroidvania Level Generator to create the levels.
You can hire mercenaries to assist you. They will want a cut of the pay, usually 10% or more. You can also act as a mercenary, taking a small cut of others' missions.
If you hire someone with their own ship, they may insist that you pay their launch and return costs in addition to any percentage of the trip receipts.
Mercenaries may want an upfront payment in addition to the percentage cut.
The game will need a good enough AI to make hiring mercs worth the cost. AIs would need to handle:
Certain mercenaries are Specialists with Special Skills. Your character will not have these skills. You will have to hire someone who has them and guide them successfully to the target.
The Teer (Gadgeteer) is able to open certain doorways and activate certain lifts. One may be needed to complete certain expensive missions. If you do not have a Gadgeteer, you can try to operate the device yourself. This has a chance of failure and will cost several minutes of game time (spending too much game time allows the bounty target to escape). Teers may do extra damage to technology-based enemies.
The Zark (Xenoarchaeologist) is able to activate alien devices. These devices are rarer than gadgets and cannot be activated without a Zark. Most Zarks will demand a share of loot found. Alien devices hide the best treasure rooms and may themselves be treasures that you cannot recognize the value of without a Zark.
Teer skills are much more common than Zark skills. You can almost always find a Teer at some price, but sometimes there is no Zark on the station.
Mission descriptions will tell you if a teer or zark is absolutely required for the mission to be completed.
Several map generation algorithms will be needed:
When on a mission to capture a sentient target, you have a time limit before they get away. The counter begins when an alert is thrown at the target's base. You may or may not be notified. It is possible to advance stealthily for the first few minutes of a mission.
Teer and Zark work opening doors will cost game-time, allowing the target to raise defenses, hide items, change strategy, etc. You may be ambushed while waiting for your specialist to finish.
Defender AI actions:
Defender commander AI can give orders to specific units:
There are lighter suits and heavier suits.
Heavier suits will give you more hit points and grant heavier carrying capacity for heavier weapons at a cost to jump height and maneuverability. Lighter suits provide the opposite.
Lighter suits reveal enough of the character's hair and skin color to allow you to distinguish between them.
A device attached to the forearm of every Heavy Suit. Lightsuit owners may have to buy separate adapters and a load-bearing connector to the main suit in order to have a Climbing Line.
The Climbing Line works like Super Metroid's Grapple Beam in allowing the user to swing between certain blocks.
The Climbing Line can also grab onto an ally, allowing one hunter to swing down a cliff while the other stays atop holding the line. A large squad can create a chain of Climbing Lines to save an ally from a lava pit.
Two Climbing Lines can also grab onto each other, allowing an extra connection distance for hunters who cannot quite reach each other.
The Climbing Line may be able to grapple certain enemies. Of course, reeling them in will let them hit the operator, but a skilled player may be able to pull walkers off of ledges and knock flyers out of the sky and stun them.
Holding the fire button and pressing DOWN will slacken the line, while pressing UP will reel the line in. The hunter on the line can also press DOWN or UP to slacken or reel in the line; the assumption is that they told the operator what to do.
The two major classes are biological and technical.
Biological enemies are large creatures genetically engineered for killing, with claws able to pierce advanced armours. Their primary advantage is that they respawn after a hunter leaves the room and re-enters.
All technological enemies are single-use and do not respawn, although they may be repaired between missions if a target survives a mission.
Biological Single Use creatures generally have a short life span and are unable to reproduce. They are grown in a tank and released to serve as mini-bosses when the base comes under attack. In the game, they do not respawn after being killed.
Sentient enemies include humans and aliens who use an exosuit to augment their physical capabilities (since those who don't go down in one hit). They do not respawn after being killed. They may be “wounded” instead of dying, and you can drag them back to your ship for a bounty.
You will need a ship to take on missions of your own, but ships are expensive. In addition to the initial investment and upgrades, it will cost money to store the ship in a hangar and for fuel to launch and return a ship. Larger ships will have higher berthing fees and fuel costs.
For these reasons, novice hunters and even some veteran hunters will often go merc so they can tag along on someone else's ship during a mission.
The most obvious use of a ship is to fly between destinations.
Certain bases may have anti-air defenses which would require you to land the ship further away from the target and walk a distance to the main base. If multiple ships are attacking, the hunters from the first ship to land may be able to take out the defenses so that others can land closer.
Ships might be able to equip countermeasures and weapons to allow them to fight off the defenses and land closer.
A second game would be good, but something RPG-like should suffice.
If a large team of bounty hunters is attacking with multiple ships, they can keep one ship in orbit to catch an escaping target.
Character classes double as different routes and difficulty levels.
You start off with the assistance of Red Squad, but until you make a name for yourself you will have fewer access to opportunities because space is sexist. Players can learn the game as part of a team and collect a small fraction of the bounty at the end. Players who wish to continue will have a challenge if they want to work independently.
So what's your story?
You start off with the most basic weapon, armor, and ship with little money and no friends. You have to earn everything for yourself.
So what's your story?
Not only are you limited in movement due to a weaker skeletal structure and limited in your gear due to its rarity out here, but nobody trusts you and you have a very hard time making friends. On the upside, you have zark skills.
Getting new armor may require traveling off-map for a long period of game-time, leaving the character unavailable until game-time has passed.
So what's your story, freak?
Any player can have a save game in all three slots.
Maybe: a player can have one saved character hire another saved character for a mission and switch between them during the game. Drawback: this makes it too easy to build characters.
Maybe: An expensive item may be granted to an AI that will allow the player to directly control that character.
Maybe: Any slot's character may be dismissed. This discourages players from killing off unwanted characters. The player may then re-roll a new character for that slot. Past characters may be recalled if the current character is killed or otherwise unavailable.
Reputation is a combination of multiple factors:
For a particular person, extra factors are added:
If you die and are not rescued, “in an alternate universe, you chose not to take this job.” The game is restored from just before you took the mission.
The malus is that the recruiter will not like the fact that you refused the mission at the last minute, and you lose a bit of reputation.
It would be a fuller game if you could engage in piracy yourself, backstab allied hunters to take their loot, and run off to hide and build your own base to defend yourself against the coming bounty hunters. You might also become a guard or mini-boss for a more powerful bounty target.
At first, you would simply be shunned by most bounty hunters. Then you might be expelled from a station. After that, other stations may refuse you permission to dock. If the Federation fleet finds you, they put you in jail. You have to find a planet and then you have to find a way to refuel your ship.
Potential jobs on the darker path include:
It should be possible to have cooperative multiplay.
Players will want to be able to create a dungeon and challenge other players.
It may be possible to make the game an MMO.