Progression, Claims, and Consequence
Aetheria’s progression should unlock ways of interacting with systems, not just larger numbers for the same stale behavior. The older GDD frames progression through experience, skill points, licenses, and claims around death, wreckage, looting, stations, drones, and construction. Those are planning-time mechanics; this note keeps the parts that still explain useful player pressure.
Licenses
Licenses gate equipment categories and mechanics:
- item licenses for hulls, shields, heat management, reactors, thrusters, warp traction, jamming, sensors, scanning, AI cores, mining tools, and similar systems
- mechanical licenses for navigation, item lore, drone deployment, drone programming, trading, and station management
- passive licenses for benefits such as docking or flight dynamics
The design strength here is that licenses can teach the player what kind of operator they are becoming. A navigation specialist, drone handler, station manager, pirate, scanner expert, and heat engineer should have different daily problems.
Death And Escape
The GDD avoids simple permadeath. If life support fails, the player ejects in an escape pod. If the ship is not critically destroyed, they may wait for it to cool and re-enter. Otherwise they can go to a station with another stored ship and pay towing fees to reclaim the wreck.
This keeps failure material. The player survives, but the ship, cargo, components, location, and claim status still matter.
Looting And Scavenging
Wrecks create timed claims. The attacker can loot while vulnerable, spending time identifying and removing contents. Item rarity affects identification time. Mass and size affect removal time. After the claim window, the wreck can become property of the system owner or scavengers.
This is a strong interaction model because looting is not instant moral confetti. It is a risky industrial process performed near evidence.
Stations And Exposure
Station construction, defense, and ownership should carry risk. Building outside protected space exposes installations to attack and takeover. Defenses can delay threats, but ownership remains a political and logistical fact, not an achievement badge nailed to the map.
Drones And Automation
AI cores can turn outfitted ships into drones, constrained by skills, slots, hull tech, and behavior complexity. Drones can follow, fight, patrol, move goods, or execute simple scripts. Automation should make the player feel powerful while also widening the surface area of failure. A drone is not a free hand. It is a new liability with engines.