I offer a few types of progression; the first I am not super keen on though it offers more sandbox capability.
Progression or level or upgradability limiter how ever you may call it; base this off actual player ability. Require player character to arrive at destination X to interact with system. System issues player appropriate level stock omni-frame with preset weapon systems, player advances (or not) through set achievement requirements. Once complete the frame is returned player achieves new title/rank.
I find those systems more in P2W games but without the strict rules on weapon/frame/gear uses. The elite and/or ...fortunate always have some way to exploit it.
I think a better system could be both based off world exploration and actual player time spent. There are destine to be more difficult areas to get you your fun on in, once a player can compete in those environments, the player receives a key promotion requirement. Does not have to be action specific, something like character cumulative non-afk action time spent/ kills+Heals+resources = key. Concept allows for battle groups as well as resource mining groups (my thought is that one won't receive/need much healing while mining, welcome to go the other direction). Whatever is done there I am sure could be interesting.
Along with the above, and the real "leveling" should come from the kill count earned per setup. To elaborate, it has been mentioned that it is likely a player could have multiple versions of the same Omni-frame. When an item is equipped it starts a kill ticker, if the item is un-equipped token resets, events or instances requiring some certain level of knowledge can be referenced to the player's currently equipped stat. But...
Can't we just mine and craft and explore and fight and kill for fun of doing it? If we play a while in one setup and decide we need to change it for a different play experience we can always keep playing to get the resources that are deemed necessary to create whatever it is we decided we want. That was one of the things that I liked, and I think other did too, about early FF.
Progression or level or upgradability limiter how ever you may call it; base this off actual player ability. Require player character to arrive at destination X to interact with system. System issues player appropriate level stock omni-frame with preset weapon systems, player advances (or not) through set achievement requirements. Once complete the frame is returned player achieves new title/rank.
I find those systems more in P2W games but without the strict rules on weapon/frame/gear uses. The elite and/or ...fortunate always have some way to exploit it.
I think a better system could be both based off world exploration and actual player time spent. There are destine to be more difficult areas to get you your fun on in, once a player can compete in those environments, the player receives a key promotion requirement. Does not have to be action specific, something like character cumulative non-afk action time spent/ kills+Heals+resources = key. Concept allows for battle groups as well as resource mining groups (my thought is that one won't receive/need much healing while mining, welcome to go the other direction). Whatever is done there I am sure could be interesting.
Along with the above, and the real "leveling" should come from the kill count earned per setup. To elaborate, it has been mentioned that it is likely a player could have multiple versions of the same Omni-frame. When an item is equipped it starts a kill ticker, if the item is un-equipped token resets, events or instances requiring some certain level of knowledge can be referenced to the player's currently equipped stat. But...
Can't we just mine and craft and explore and fight and kill for fun of doing it? If we play a while in one setup and decide we need to change it for a different play experience we can always keep playing to get the resources that are deemed necessary to create whatever it is we decided we want. That was one of the things that I liked, and I think other did too, about early FF.