Cascades are on the todo list (no time estimation; they’ve been low priority since they’re both somewhat niche and potentially a lot of work). Shutdown/boot up will be a lot more relevant once we have cascades so I expect we’ll add them together.
We made the call pretty early on to not include the mechanics for pilots. On the RP side, they’re too open ended and narrative for a direct computer adaptation. On the battle side, they present a few key problems:
- are honestly pretty half-baked and while can result in cool moments (we once had a pilot sacrifice themselves by jockeying the boss Ace over a pit and doing an Ahab thing) require a lot of mechanical fiddling for a niche payoff that relies a lot on human storytelling that cpus can’t do.
- they allow for any character to for-real die in any combat (rather than ejecting safely), which makes building narratives a lot more tricky. Castigate presents a similar problem but I think we’ll solve that by having named characters say “no” if you try to put them in a spicy manticore.