Gear
Context
Gear is any item that is collectible in the game. From armor and weapons to access cards and alpha-gel. The character starts the game with a basic, planetside loadout of gear that is level-specific (Level 1). Each piece of gear, when appropriate, will have a level associated with it. The character may use any piece of gear that is equal to their level or lower. Higher-level gear may be stored for later use, sold for credits, or scraped for components. Throughout the game, better gear will be available from merchants, as quest rewards, or special loot drops.
Hypothesis
Better and better gear will keep the player’s character alive longer, allowing them to stay in the fight and finish the mission. This provides ties directly to the game’s pillars of adventuring and progression.
Measuring Success
Measuring success has to be multifaceted. The system needs to be flexible enough to add gear quickly as the game progresses while the necessary tie-ins to all the other game mechanics.
Design
Summary
User Journey
Flow
Values
Edge Cases
Research and Testing