Mercenary Fleet Formations
- ability to hire (potentially many) mercenary fleets to escort you
- mercenary fleets require bi-weekly wages and must be allowed to resupply
- escorts automatically occupy formation slots, of a formation chosen by the player
- chosen formation can be altered at any time via a custom fleet formation menu
- can access mercenary fleets to refit/mothball/set flagship etc.
- can access mercenary fleets' inventories, and freely move things about
Dubstep ship (crossover ship inspired by Saint's Row IV and DubWars for OUYA)
- ship will resemble a combination turntable/boombox with tons of animated bits and bobs
- gun firing sound loop: cropped version of "Scout McMillan - Polyhymnia" or alternative public domain music
- effects:
- laser fireworks
- sparkles
- beams
Hyper-Magnetic Grappling Claw
- weapon with special behavior
- activates a decorative weapon animation depicting a long claw arm which extends out from the ship
- upon contact with any ship or hulk, the claw arm engages
- the target is now firmly attached to the attacking ship
- both ships at that point lose access to weapons and shields
- unless the attacking ship de-activates the claw, or is destroyed.
GTA-Style "Wanted" Level + Suicidal Fleets
- if you piss off a faction real bad, they start to respond to your actions as a faction
- they'll send fleets to attack you, and there will be more of their fleets active in the system
- fleets will attack you even if they have no chance of winning, simply to wear you down for other fleets
- wanted level can be reduced by not getting into fights with them for a while
- custom "star level" UI in top right, somehow
Dodge-the-Asteroids minigame (total conversion)
- removes all ships from the game, and gives you a standalone command pod ship only
- if you touch an asteroid in the campaign map, you go into a combat instance
- no enemy ships in the combat instance, retreat to top of map
- lots of asteroids in map flying everywhere
- varying difficulty (upward)