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Showing content with the highest reputation on 02/19/21 in all areas

  1. The event where a merchant ship is being attacked by a few pirates is a neat idea. However currently the pirates kill the ship way too fast. You do not have a chance to defeat the pirates. The ship dies before you can even see where the event spawned in the sector. It'd be helpful if you had a little more time to actually fight the pirates.
    1 point
  2. A Station that acts like a Hyper Drive Anchor. It wouldn't increase your range other then to its own sector. The Anchor Station could add X range per station size. Example: If you are 30 sectors away from your anchor stations sector, with a ship range of 20 and a +10 station, it would allow you to make the jump in one go. but not the 9 sectors between your max range of 20 and the stations sector.
    1 point
  3. Torpedoes are both a cool thing, and a terrible thing, in present capacity. Cons: Tubes must be loaded manually by type Only ten tubes Tubes have limited capacity Torpedoes must be purchased cannot be blueprinted cannot be built Pros: You can shoot a torpedo! Torpedoes need to have a renaissance. Allow a torpedo *type* to be set to the weapons module EG, I choose to use Anti-Matter, Tandem, Kinetic Torpedoes, they are thus Weapons 3, 4, 5. When I select 3 (AM), All ten tubes are immediately loaded with Antimatter torpedoes, until I select another torpedo type. When I select 4 (Tandem), All ten tubes are loaded with tandem torpedoes This process allows a tactical change in tube management, as kinetic torpedoes do more damage based on their end speed/distance traveled. shooting a kinetic torpedo at 1km is useless. allow that to be swapped. If I am assaulting a pirate base, I want to drop 20 kinetics at distance to soften it up, This also allows (by my estimate at least) more than only 10 tubes to be used, in theory, 20, 30, 40, 50, tubes, if you have the storage space for it, why not? Allow Torpedoes to be blueprinted Allow Assembly to have more of a purpose than fighter creation--torpedoes are less complicated than a fighter, and a ship with good assembly should be able to create a torpedo at least once a minute x6 New class of ship could result from a solid restructure of torpedoes. I use the hell out of torpedoes versus bosses like AI, but honestly----its a pain to: Buy torpedoes Stock torpedoes Set up torpedoes Arrange torpedoes Find the right torpedoes And when you run out, repeat! Note!: This could be a "Macro/Micro" mode selection, as I can definitely see the need for micromanagement early-mid game. (it makes sense to have torpedo tube one shoot emp, and tubes 2,3,4,5 shoot nuclear/fusion off in a single salvo especially early game) I'm requesting more endgame support for torpedoes. Alternatively, an option to manually fire a single torpedo tube instead of through the master fire button. Like ALT+1 ALT+2 Etc
    1 point
  4. I like the idea, but I think it would make more sense for this to be a module that you can put on a station. Hyperspace Anchor Module: Applies only jumps inbound to the station, and anchors only affect you or your allies (not AI) Petty: +5 Hyperspace Range Common: +10 Hyperspace Range + 5% Ship Range Uncommon: +15 Hyperspace Range + 8% Ship Range Rare: +20 Hyperspace Range + 10% Ship Range Exotic: +25 Hyperspace Range + 12% Ship Range Legendary: +30 Hyperspace Range + 15% Ship Range Unique: +35 Hyperspace Range + 25% Ship Range (EG--if a ship has jump range 100, the anchor gives a total 100+25+35 for the anchor. 160 sectors to home in one jump. Home sweet home.
    1 point
  5. Bugged fighters. Still. An option to select a fighter and hit "CTRL K" to just blow the stupid thing up. Easy fix.
    1 point
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