# Future ideas and open questions Selected proposals to review after forming an independent view of the game. Snapshot: 2026-09-29. Source revision: ca26d81327a14b1556e0447e519ffe2042099d98. Manual snapshot: refreshed only on request. The live game may have changed. Read online: https://mandris.app/knowledge/roadmap.html ## Proposals, not implemented features Reference: https://mandris.app/knowledge/roadmap.html#read-after-ideation The items below are selected design directions and open questions. They are intentionally separate from the current reference. Existing roadmap checkboxes can lag behind code; this list describes the outstanding intent after reviewing the snapshot. For independent ideation, read the current mechanics first, record your own proposals, and then compare them with this chapter. Agreement is useful, but repeating this list is not the goal. ## Weapon effectiveness against enemy defenses Reference: https://mandris.app/knowledge/roadmap.html#weapon-enemy-effectiveness Explore damage multipliers based on weapon type and enemy material or defenses. Flame weapons could deal more damage to flesh and less to metal or shielded targets. Rockets and explosive weapons could deal more damage to armored enemies. The aim is to encourage weapon choices and complementary co-op loadouts. Exact multipliers are undecided. Review mixed defenses, whether shield resistance applies only while shields remain, interaction with existing armor and upgrades, and whether every ship retains useful choices in every mission. ## Run structure and objectives Reference: https://mandris.app/knowledge/roadmap.html#campaign - Build the intended deterministic six-stage, 25–35 minute run from compatible biome, objective, hazard, enemy, and reward pools. - Explore an elite encounter at stage three, a final boss at stage six, and safe intermissions between stages. - Add optional field objectives (rescues, shield generators, alternate routes) on top of the existing rare caches, plus clear next-mission briefings describing ground/air emphasis. - Crucible Drift delivered the orbital foundry concept. Iron Convoy, Rootworks, and an open-space arena remain proposals, not selectable levels. ## Weapon drops and build diversity Reference: https://mandris.app/knowledge/roadmap.html#weapons-and-builds - Weapon drops already give Ratajack and Garmo new weapons during a run. Extending them to Michen and Jivadin, and balancing how early drops shape a run, remain open. - Candidate additions include anti-armor rounds, targeting uplinks, shield baffles, and new dash payloads; they need review against the current roster and abilities. - Mutually exclusive class branches could follow the existing Field Store effects once those are balanced. ## Content out of rotation Reference: https://mandris.app/knowledge/roadmap.html#returning-content Black Horizon, the experimental Shattered Armada fleet battle, Kaibur, and Theben are out of rotation in this revision. The game still supports them internally, but players cannot select them, so this reference leaves them out. Whether and how each returns is an open decision. The fleet battle needs balance work, and the retired hulls overlap with the current four ships. ## Persistent progression and cooperative depth Reference: https://mandris.app/knowledge/roadmap.html#progression-and-coop - Optional email accounts exist. Pilot callsigns, cosmetic-only persistent currency, owned cosmetics, run history, portable settings, and profile statistics are proposals. - A fuller downed/revive/bleedout loop and complete six-stage co-op progression. - Host migration and dedicated servers are separate architectural decisions. - Guided pilot training, a sortie debrief, and further dense-combat readability improvements. ## Questions for an independent designer Reference: https://mandris.app/knowledge/roadmap.html#open-design-questions - Which enemies change player decisions rather than simply adding health or projectiles? - Where do ship identities overlap, and which interactions create useful cooperation? - What makes a run varied before adding more raw content? - Which abilities have an interesting setup and payoff, and which are limited mainly by waiting for energy? - Which visual effects obscure the decisions they are supposed to communicate? - What small prototype would most efficiently disprove each proposed improvement?