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Blackhorse_Six_

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Everything posted by Blackhorse_Six_

  1. Too deep in the weeds ... Let's not ruin a great simple game by making it "just like That game" ...
  2. I support Stacking ... Didn't know anything about it until recently. It may be an unintended consequence in the original coding, but the genie is out of the bottle now - let it stand. Fix it in the Boss/Xsotan/Faction mix. In April 2021, I asked a Builder to make some structural improvements on my 5-slot standard reconnaissance boat ... He did some stacking and handed-back a quantum improvement - and now 2.0 will effectively ruin it ... Grrrrrrrrrrrr
  3. I couldn't possibly imagine that some other human might just want to conquer the galaxy ... Nope, not at all ... Absolutely beyond the realm of possibility ...
  4. Quoted from Avorion Discord ... "Essentially, I think I get what Blackhorse wants. He wants a ship that can allow other crafts around it to safely remove permanent installed upgrades, regardless of what type of craft it is." ... Especially for/to isolated stations ... Exactly. We don't even have to tie this capability to our established concept of an E-Dock - call it something else - just give it a ship-based capability to swap-out system upgrades without destroying the replaced upgrade chips.
  5. I see a role for a fleet support ship that can dock with isolated stations and ships so that they can safely remove upgrade chips without destroying them. I am not concerned about the E-Dock Stores/Purchase aspect of said ship, only the capability to park with another ship or station in isolated space to help that ship or station swap-out lower-quality upgrade chips without destroying them, so that other ships & stations in the player fleet can make use of those same upgrades. I want to impart Safe Removal of Permanently-Installed upgrades to a MOBILE, volume-limited service boat that can travel with a fleet, or alone, and will perform that same E-Dock Safe Removal mechanic without having to Dock to and Fly an entire E-Dock station to the target sector. The current practice of docking and flying one station to service the upgrades of another station in a different sector is about the stupidest gyration I have ever seen in a space game - it is a bad concept and cumbersome in execution - STATIONS shouldn't be flying ANYWHERE ... They're called "stations" for a reason - by definition, they are fixed points in the geography. If we have a need to fly stations anywhere, then let's put engines on them and leave it at that. I will emphasize that this item should be applied to a low-volume service ship as an Upgrade or special block. No, there is NOT a mod for that ...
  6. Would be helpful for sorting and general map-navigation.
  7. Seems to me that this has been suggested before, but it never hurts to read it worded a different way. So, an up-boat There, and an up-boat Here ..
  8. Agree ... Whenever I have to drive through Pea Soup sectors, I "pulse" the engines ... On my particular Scout boat, I even added a skid-plate for skipping-off those sudden asteroids, but that presents it's own problems.
  9. Absolutely agree ... And as I have written in Suggestions & Idea Voting, I like to Recover my pilots. They really need to be treated like valuable objects, highlighted by the Object Detector, or visually identified with a slow strobe. The whole terminology needs to be reworked, too - When fighters RTB, and losses are displayed by absence, there should be a warning text to advise "x pilots missing" to indicate that there are recoverable pilots floating around in space ...
  10. I like to recover my Pilots ... I think there's a terminology problem with the whole Fighter thing ... When fighters go out, their pilots should register as "x Pilot(s) OUT", and when the fighters RTB, their pilots should register as "x Pilot(s) IN" ... When fighters are destroyed, but pilots survive, those pilots should register in the wing-display as "Lost" or "Missing" ... Surviving Lost/Missing pilots really need to be located via Object Detector, or, it would otherwise make great sense to have some sort of slow strobe or beacon attached to each pilot's harness or pod, just as it is SOP for earth-bound aircrew IRL today. If nothing else, give them a special whirligig like the weapon/system pick-ups that float around in space - right now, they are difficult to see.
  11. Chat Bubbles from other ships have an annoying propensity to pop-up at moments when the combat field of view is 100-times more important than any stupid chat bubble - and when they pop-up in the middle of a close-range furball, it's absolutely maddening ... Having to mouse them into transparency is just as big a distraction as the actual chat bubble, and I do not need that rude shift from fighting the battle to fighting the additional screen-clutter. Chat bubbles were cute at first, but now they're just a pain in the butt ... Let's either put them on an On/Off toggle in the settings, put them on a transparency slider, or make them disappear entirely when the first shot is fired ...
  12. Reduced for brevity, though all your text was good with me ... Via Discord, you may have already read that I use asteroids built-as-ships to anchor my task forces at as I play-thru. Being able to tie that system module to each of my Forward Operating Bases would help alot with the RTB ...
  13. I like the first option - it's simple. To anyone who may find it too simple, just reduce the captured/converted crew by some small percentage to reflect those who may have refused to "Join Us" and thus were, uh, repatriated to their own space.
  14. A similar button for mass-recovery of fighters would also be a good thing, and could effectively serve the intent of the Cease Fire button
  15. So, we can add Notes to the Map, which is a nifty function, but, more often than not, a simple icon would make all the notation I might need for a given sector .... Equipment Dock, Shipyard, Repair Yard, Torpedo Availability, Research Stn, etc ...
  16. That said, I like the idea ... The topmost wing in all my CVs and Forward Operating Bases are the designated CAP at all times, and tend to have the shortest weapons range aboard. Your idea kinda dovetails with my idea about the CEASE FIRE button I suggested in another thread. You can usually put-up a short-ranged CAP w/o any problem, but if you put-up a heavier CAP with longer-ranged weapons and walk away, say to make a sandwich and grab a beer, then you risk an "unfortunate diplomatic incident" like the one I described in the CEASE FIRE Button thread.
  17. FYI .... CAP = COMBAT Air Patrol ... Origin is US Navy, WW2. Each CV was expected to launch a CAP to protect itself and the TF to which it was assigned during TF movement and operations. CIVIL Air Patrol is an entirely different thing.
  18. As an amateur historian in naval warfare, I'm not too bothered about having to go back to Base and/or find an Equipment Dock that sells torpedoes. Gives me an opportunity to see what else I might want in the store, and/or swap-out equipment. At the same time, I think the ability to mark the Galaxy Map with a "torpedo" icon for those locations where torps are sold would be a good QoL addition. After giving it more thought, hence an edit, I suppose that the ability to manufacture torps would be a good thing, but ought to come along at some level after your ability to buy them at the Equipment Dock
  19. I would like to see turrets for torpedoes ... Just as normal turrets do, torpedo turrets would swivel to the target, thus shortening the acquisition arc and travel-distance to target. It may not make any difference to some folks, but in my experience with the current config, if you have forward-oriented tubes, they don't work as well against targets in your wake. One of my ships has a forward array of torpedo launchers, and a couple of stern-chasers. My stern chasers work well if I bother to do the gyrations required to get the target lock behind me, but that effort washes about the same as doing an Immelmann to use the front tubes. Torpedo turrets on the hull-sides could swivel to meet targets fore and aft with no significant loss in travel distance - and no loss in "escape velocity" ...
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