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Daniledman

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  1. There is a big problem in the game. It is connected with the fact that some of the upgrades in it are absolutely useless and almost never used by players. I think many have already understood what upgrades in question. I played your wonderful game for more than 700 hours and strongly hoped that in the recent update, the problem of the uselessness of half of the upgrades in the game would be solved. But this did not happen. Therefore, I want to share my modest opinion on upgrades. I apologize in advance for errors in the text, I do not know much English and I use Google translator. I will divide all the upgrades in the game into 3 types: mandatory, situational and useless: 1 CATEGORY: Required. - Turret Control Systems - Mandatory upgrades, because without them you can not put a lot of turrets and hence the ship without them is useless. These modules are urgently needed on any ship. Moreover, an upgrade to military turrets is much more important than an upgrade to non-military turrets, because as a non-military turrets, 2-3 dismantling turrets are enough to quickly parse debris. But military turrets always need a lot. - Quantum Hyperspace Upgrade - the MOST mandatory upgrade. Without them, a large ship will not be able to quickly jump between sectors. Wait for 100-200 seconds, not everyone can, it is unbearably long. - Generator Upgrade - a mandatory upgrade on any large ship, because it allows you to make a ship much cheaper during construction, saving on generators. - Shield Booster - like a generator, helps save a lot when building a ship. Only one such module of Exotic quality doubles the power of the shield. This is a required module on any large ship. -Radar Upgrade is a mandatory upgrade, without it the player will not be able to find the yellow sectors that are very important for the gameplay. 2 CATEGORY. Situational: - Object Detector - not always necessary upgrade, it is needed only when we are looking for captured asteroids to make friends with the faction or are looking for caches. Otherwise, this module becomes useful only with the quality of "Exotic" and "Legendary". And between them there is no difference. This is normal? This lower quality upgrade is absolutely useless, since from 10 km even a half-blind person will see a huge asteroid being captured. But in the sector, the distance between the asteroid fields can exceed 100 km. I think I need to recycle the detection distance like this: Common - 5 km / Uncommon - 10 km / Rare - 20 km / Exceptional - 40 km / Exotic - 80 km / Legendary - sector. This will make this upgrade much more useful at any level of rarity. -Tractor Beam Upgrade - not always useful and needed only when you need to collect mountains of objects after the battle on a very large ship. The difference when installing this upgrade is felt only with Exotic quality and above. It would not hurt to slightly increase the radius of the selection of cargo. -Shield Reinforcer is very, very expensive. Why? Have you set an extra zero in its value? Very situational upgrade. It is needed only in PvP, because in the PvE torpedoes of the NPS it is not difficult to knock them down with protective terrels. And impulse turrets from the very start of sales of the game in the incentive are very weak and do not cause much damage. I think it is worth reworking this module and making debuffs for its installation less violent. I went through the game several times at maximum difficulty without this module and everything was fine. - Engine Upgrade - not very useful module. High speed in the game is punishable, because you can break the ship on an asteroid. Yes, and why strongly accelerate the ship, because the NPS fly very slowly. I rarely put this upgrade on my ship, because there are much more useful upgrades. But I do not place this upgrade in category 3 only because in the future patch you promised to increase the speed of the NPS and I hope you will do it - Adv. Trading System - meaningless upgrade. It does not show the quantity of goods and the full amount of benefits in other sectors, but only in the current sector. As a result, the player in any case will be forced to fly to these sectors and write down the amount of goods on a piece of paper and calculate the benefit. But does he need it? This function adds some kind of mod, but I would like to see it in the standard version of the game. Why not add such a great feature to even upgrade the rarity "Legendary"? 3 CATEGORY: Useless. - Scanner Upgrade - a very useless upgrade. I never put it on my ship. Why is it needed at all if it doesn’t provide practically any important information and takes up a whole slot upgrade? The firepower of an enemy ship can be recognized from 10 km without modules. And this distance is more than enough to fly at high speed past the enemy fleet and learn everything about it. It seems to me that this module is useless for any increase in performance and needs to be rewrited or merged with another upgrade. For example with Radar Upgrade or with Object Detector. - "Shield Converter" - absolutely useless against the background of "Shield Booster". Although he gives a higher bonus to the power of the shield, it also takes a lot of energy and does not give a backup increase of the shield to 35% when it is destroyed. What makes the converter useless. - "Velocity Security Control Bypass" - why is it needed at all? After all, with the help of a strafe (space), you can fly away from any enemy and with a speed limit. This upgrade will only be useful in PvP, when another player will chase you using a strafe. Maybe it is worth reviving this upgrade, for example, to combine it with "Engine Upgrade", or to give bonuses to maneuverability or bonuses to the speed of braking? - Mining System - the most useless upgrade in the game. He's just completely useless. Asteroids with resource veins can be seen for many kilometers, and this upgrade shows asteroids only 3-6 km. What for? Still, the asteroid indicators are no different from the ships indicators, and it just terribly interferes with orientation when the entire screen is littered with red marks, the player rotates the camera in search of enemies, and these are the avorion asteroid indicators. That's just terrible. An urgent need to redo this upgrade. For example, show ONLY asteroids with a resource of more than 30k (huge resource asteroids) and not only in the current sector, but also in the neighboring ones, and not at some distance, but in the whole sector (as done with the Object Detector as Exotic and higher). For example, depending on the rarity of the module, show huge resource asteroids not only in the current sector, but also in a radius of up to 5 sectors on the galaxy map with the quality of Legendary. - Battery Upgrade - I see no point in this module at all, because you can simply improve the generators. And if the amount of energy produced is higher than that consumed, then batteries are basically not needed. And if the energy is not enough, then you just need to install more generators on the ship or "Generator Upgrade". As a result, the battery upgrade is absolutely useless and not needed at all. I never put it on the ship in all 700 hours of play. -Cargo Upgrade - divided into 2 types. On both of these species are useless. It is much easier for a large freight to simply add a cargo block to the ship, and then remove it. These upgrades are very weak. Can combine them into one? So that the upgrade gave both a fixed carrying capacity and% to the total carrying capacity? Otherwise, these upgrades are useless. The result is that one half of the upgrades in the game is much more useful than the other half of the upgrades. And it’s very frustrating that they all fall out of the enemy and the hiding places with equal probability. With every passing I have huge problems with the search for "Cointum Hyperspace Upgrade", but upgrades of category 3 I just have mountains. I have nowhere to put them, because they are useless and are not used anywhere (only if they are processed with a key). Is this what you want, dear developers? I offer 2 options: 1. To make useless modules useful, greatly reworking their characteristics, and not just to increase the numbers. I described examples of how to make these modules much more useful. 2. A simpler option: do not alter anything, BUT in the laboratory add the ability to convert any upgrades into the necessary on the principle of standard study. For example, I have 3 "Exotic Scanner Upgrade" and 2 "Exotic Mining System". And they can be converted to 1 any upgrade of the same rarity. The player chooses what upgrade he wants to convert unnecessary upgrades. For example, in the "Quantum Hyperspace Upgrade". All conversion rules are the same as in the study. For example, if the upgrades are not five and three, then the required module will be obtained with a probability of 60%, and if it fails, you will receive a random upgrade, which was part of the three initial upgrades. How do you like this idea? This at the same time solves the problem of players in the missing upgrades and allows you to more efficiently get rid of unnecessary upgrades than just selling them.
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