* general theme is lightweight science-fiction; the player controls a bounty
hunter who's delving a deserted base on a far away planet
* skill progression
* no classes; players will have to change their tactics according to whatever
the RNG throws at them loot-wise
* melee characters should have the same chance to win as ranged characters
* equipment upgrade path
* items not fully identified - useful for hiding secondary effects
eg. leaking radiation, smelly
* item attributes contain quality (eg. shiny, trusty, rusty, faulty)
* degrading quality over time?
* scent maps
* dungeon branches, eg. Waste Processing, Hydroponics with different themes
and varying loot
* experience points are gained through the exploration of the dungeon - either
when entering an unexplored level, either when killing a type of enemy for
the first time; also, hidden artifacts scattered around the dungeon which
instantly give experience points
* enemies are categorised; killing an enemy of a certain category slightly
increases the effectiveness of the player's attacks against enemies from
the same category
* should lockpicking require lockpicks?
* an unsuccessful attempt at picking a lock should have the chance of
triggering an alarm, which alerts all the enemies on the level of your
position
* skills:
* offensive: unarmed, melee, handguns, shotguns, rifles, explosive, exotic
* defensive: sneak, dodge
* technical: lockpick, repair, tinker