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An Ning

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Everything posted by An Ning

  1. I didn't even know that a despawn timer had been made for dropped turrets and upgrades, so I let them sit as a marker for where I defeated enemies (as a way to find the wrecks for salvaging) and just had a bunch of rare and exceptional tier items vanish because I took too long getting to them. This wasn't an exceedingly long time... this was less than 5 minutes -you can have fights that last significantly longer than that... and items that were hard-fought-for and hard-won disappearing before you reach them is just annoying. While I can appreciate having something "clean up" the active sectors, I really think that it would be better for the game to just pack all loose items within a certain area into a container of some sort instead of just having them vanish.
  2. Not the first time I have gotten a mission to a sector with no gates ("pirate base" section of the "missing freighter" mission set) that is in the middle of a tear in space and thus completely inaccessible... but this time did make me wonder why, even after all the updates, the game still doesn't check to make sure the area for a mission is accessible to the player. I really think this should be something the game does before making and handing out the coordinates for a mission
  3. Tired of getting potatoes as cargo to "disguise myself as a freighter". I'm tired of dumping the cargo that is meant to be a "bonus" because it's too difficult finding a place that buys it (some bonus... it's like getting a bag of recyclables as a tip -only you have to sort them then find a place that recycles them to get the money for it) Give me some believable cargo -even if it's a small amount of it- not something that can only be sold to one type of station and only 2/3 of which ACTUALLY BUY IT ...either that, or let me launch them at enemies by jettisoning them out torpedo tubes for a laugh, at least...
  4. I think it would be interesting to see the amount of a ship's crew drop from damage in combat (like hp below 70% or so, based on difficulty) -particularly from explosion weapons like missiles and canons (as they would be the ones to damage internal compartments when compared to chainguns or plasma guns). I think it would be fun to have to worry about losing and replacing crew outside of boarding actions and complete losses of the ship.
  5. Yet another one: You are a new recruit into a fledgling faction that is completely obliterated save for you and your tutorial mentor -who has decided simply to try to survive in the unforgiving galaxy, but will help you to make your own decision, be it to become a wandering adventurer, or to rebuild the faction and seek vengeance/galactic domination. Lots of options.
  6. and that would make another use for shipyards/repair yards (or even potentially scrapyards)... all of which I would enjoy because a lot of these stations seem to be there to be there, more than anything
  7. I'd like to see some different starts and stories. Sure, they all end up doing the same thing, but I'd like some differing perspectives, such as a pirate start -you start off having just started as a pirate under your mentor, who leads you through how to build and upgrade, how to raid and smuggle, and eventually how to track down a way to stop the Xsostan because they are a nuisance to everyone. It would just add a bit of variance and I think it would be fun to see things like this.
  8. I'd like to suggest a few things. 1) Ships unable to construct new blocks on themselves without a "construction bay", which is limited in items it can add to a ship based on its quality. 2) As this would mean the inability to replace critical components without this item, I would suggest a "distress beacon" for ships to call a craft that either acts as a mobile shipyard (for a higher price), or docks with your ship and tows it to a shipyard (also for a price) 3) I would also like to see items built on ships outside of shipyards take time to appear and come into effect (based on the size of the crew and the size of the item), rather than being instantly created
  9. I would find it interesting if, in addition to the "good/bad/neutral" relations system the player has with factions, if the missions that players were offered were based on a mission reputation stat that the player has as well (which is a factor of missions taken compared to missions abandoned, failed, and completed successfully). Like they have a stat for their delivery, sourcing, and combat missions and the higher their stat for each of these, the more (and more valuable) missions of these types they are given. Oversimplified Ex (a -5 to +10 scale where proceeding to higher numbers on each end of 0 becomes progressively harder): Delivery stat: 3 (player has taken 3 missions, abandoned 1 -causing a penalty, but not as large as a failed mission penalty, but completed 2 successfully). player will get offers for medium-paying deliveries Sourcing stat: -1 (player has taken 4 missions. completed 1, abandoned 1, failed 2. player is unlikely to be offered sourcing missions except for very low profit margins) Combat stat: 7 (player has taken and successfully completed 17 combat missions. Stations are eager to give combat missions including "Wanted" missions and war missions), and pay well for them. This wouldn't replace the current diplomacy system, it would just be an add-on to it. The relations with a faction would still determine whether they talk to you, the prices they offer for trade, etc. This would only impact which missions of which mission type the player is offered, if the player has the diplomatic relations to be offered missions.
  10. We see wrecked ships, I think it would be neat if, sometimes, those wrecked ships had stranded fighters or shuttles with them, and you had the option of 1) Accepting them with their vehicle (if you have a hangar and do not have a bad reputation) 2) Accepting the people into your crew (assuming you do not have bad relations with the faction) 3) Agreeing to notify their related faction and accepting a reward after doing so 4) Forcibly take the ships and eliminate or ransom the crews (if you have bad relations/play as a pirate) I just think this would be neat, give some variety to always finding lifeless ships, and that it would be cool for "Collect Lost Fighters" to have a secondary use in the game.
  11. Would make it much simpler, rather than trying to remember how many engineers and mechanics and miners and gunners I am looking for/what efficiency rating I am at, if the ship's statistics showed in the hiring menu
  12. I've been saying this for a while now, but: Fighter Factories in iron, titanium, and naonite sectors make no sense, neither do most of the fighters they offer for sale. This is because by the time you get fighters, an iron mining fighter is practically useless -you are at the very least in trinium mining and production. SUGGESTION: Make available highly expensive craft with advanced parts in shipyards. This would mean that you could buy craft with, for example, shields, or a carrier that actually carries things because it has a hangar while in the iron sectors. Due to the (relatively) new tech tree, this would not break the game, as the player would not be able to do anything with the materials if they remove the item because they cannot rebuild it themselves (they can at best rebuild a ship around the item they bought the ship for), and it would not be a viable way of sourcing materials in the early sectors, as the price would be very high. This would enable rare encounters against lightly shielded craft or carriers while in early sectors, allow the player to have access to fighters (by purchasing them) at lower tiers, AND make the existence of fighter factories in titanium regions (and iron/titanium fighters in general) logical.
  13. I got paid 300k to help one faction fight a battle against another faction. Naturally, the end result is I am now at war against that faction -given I had decent relations with them beforehand, the 300k doesn't really seem to cover the relations damage I took (especially given that to fix it I have to pay a few million). I suggest that either on military missions, you be granted a "Letter of Marque" for fighting in the sector of the mission where your relations with the other faction won't drop to "at war", or that you get an upgrade that prevents your ship from being identified for X minutes (before being destroyed) so your actions don't hurt your relations.
  14. If I am at war with you and I destroy your ship, your goods are spoils, not stolen. I suggest that if a ship from a faction you are at war with drops something when you destroy it, you be allowed to pick it up without consequence.
  15. Let's face it, wrecked stations that you come across are usually not worth even doing anything to: You salvage it for almost an hour for a hamdful of copper and titanium. Wrecked ships are a little better -they're faster to salvage and you get more for the time you put into it (not to mention better chances of finding useful items or upgrades). Something that would make not only finding wrecks and piracy more fun (and viable, for the latter), but also add in a bit of flavor, would be the ability to dock with wrecks and send security teams in to search them for loot. The security team might find nothing, or might find cargo/money/upgrades, or a survivor asking for transport to the nearest friendly sector, or might find a pirate trap that ambushes them and tries to overpower their way into your ship to hijack it. In my opinion, this sounds kind of fun and adds to things I can do when flying through sector after sector trying to get to where I want to go.
  16. Just an idea I had while playing. Thought it would be nice to be able to build your own network of jump gates (especially if you have a base in an area with a lot of tears in space) -something that lets you use up some of those resources you stock up on, while giving you the benefit of being able to travel around quickly in an area you use a lot (or have "claimed" for yourself), as well as generating extra income from tolls.
  17. A passing thought of mine: I would like to see my big ships have more lumbering fights full of guns and explosions than the current zip around and maybe eventually hit something fights. I mean it makes sense for a smaller ship that has lighter armor to be something that darts in and out, but the way engines work in this game, it's easier for the larger ships to be far faster and more maneuverable. The easiest way I could think of to accomplish it was by changing boosting itself. Rather than having it be a function of normal engines, I'd suggest that boosting be controlled by its own engine blocks which have a reduced speed increase as ship mass increases, and which decrease maximum speed while weapons are in use. This would make it easier to have faster smaller ships while larger ships tend to be more lumbering in comparison, and decrease the overall speed of ships in battles (this would also prevent larger ships from easily outrunning fighters in combat) Just a passing muse I thought I would write down here and see what people thought of it.
  18. A simple musing of mine regarding an idea for "theft" and "looting" mechanics that makes piracy more interesting (and grants them more lore) that also makes security personnel and systems more useful. THEFT: -This would be an option for ships that dock with you -or when your ships dock with another. You conduct business as usual, but you try to grab a little something extra as well. What you get is random (or perhaps dependent on a captain/crew's stats), be it money, materials, fully manufactured items, or even schematics. Failing, of course, would result in you paying some form of fine (and refusing would result in a drastic drop in relations). -The catch is, that the NPC ships might try doing it to your ships and stations as well, so an NPC ship would dock with you, and your station would suddenly question why an item or material amount is incorrect. Looting: This would be a battle mechanic similar to boarding, but instead of taking the ship, your boarders are simply grabbing whatever they can and then leaving the attacked craft. You'd lose fewer people -as you are not trying to eliminate everyone on the ship, and as the largest number of defenders are in critical areas you do not intend to approach- and you'd get a greater yield of items than you would in simply destroying the ship, but you wouldn't get as much as you would with a full takeover. It would, however, require you to be carrying cargo shuttles (unless they have been completely removed. Haven't played in a bit) as well as personnel shutles SECURITY: -Security would be what is needed to stop theft attempts. Having more security on a ship or station makes theft attempts have a higher possibility of being caught. Stopped attempts created monetary gains for the player as the security collects fines from the would-be thieves.
  19. Pirate space at the moment is kinda... lame... it's a random sector with a station and at most a few sectors around it that are "controlled" by the faction -but usually have nothing else. I suggest pirate sectors get revamped to be large areas consisting anywhere between a dozen and few hundred sectors (and stations) in size (smaller sections found inside of faction areas and larger swaths in "unclaimed" areas -like the gap between the titanium and naonite regions). This would enable things like the "rescue slaves" missions and the like to be conducted in "pirate territory" (rather than some random sector that is changed to be pirate territory), and could have the further change of sometimes rescuing people for these missions from convoys or differing size and ability, rather than from stations every time (which gets sort of bland after a while).
  20. Another multi-segmented suggestion set. Suggestion 1: Bounty Hunting An additional capability of scanners (borrowed from Elite), scanners allow you to see if a ship/crew have a bounty. Taking them out allows you to collect the bounty from stations of the faction offering the bounty (requires a bounty hunting license from the faction whose territory you are in) Suggestion 2: Station Gossip When docked at a station, players are given a "rumors and gossip" option where the player may spend a small amount of money to loosen tongues, that may get the return of 1) No result (ex: "Your endeavors yield no fruits this time. You return to ship irritated at spending money to no gain"), 2) common knowledge (ex: "You are told that a pirate lord named SWOKS hunts in the Iron and Titanium regions"), 3) hints about upcoming events (ex: "You are told that a fleet is being dispatched to defend X,Y sector"), 4) Hints for the location a ship with a high bounty on it, 5) Hints about the location of "a treasure" (a wrecked ship with valuable cargo, an abandoned ship, a pirate trap) Suggestion 3: Shifty Missions from Solitary Stations Missions from stations where they are the only station in the system that sometimes result in a military or pirate ambush. If the player accepts the yield of the ambushers, they inform the player that the station planned the assault. The player then returns to the system and can extort or attack the station in revenge.
  21. Delivery missions are fine, and so are "go locate this item that we need" missions. However -especially early on in the game- the "go find these" missions are incredibly daunting -because you have NO IDEA WHERE TO FIND ANYTHING (since the map is generating as you go). It would be nice -especially early on in the game- if there were missions that told you to go pick up the item a station needed, from a specific station at a specific location (in the manner they do with deliveries). As to why they would do this if they know where to get the product? Heck, say "there was a pilot strike", "we lost a freighter due to XYZ and need to hire outsiders to make up for it", "we expanded our sales and we don't have the capacity to haul it privately", or "our freighters are being raided and we need someone with greater armament" ... plenty of reasons to do it. ....and again.. missions like this -as they would be longer than straight delivery missions, could always be made more complicated/interesting by giving you the money for the items on the way there and bringing the items back -and running the possibility of having pirates jump you for the money (or try to coerce you into giving them half and saying you got raided), or a risk of a competing company/faction trying to stop you from making your delivery.
  22. Just an idea, but I thought it might be interesting to not just have more missions like "container hacking" where you must have a hacking module to complete them, but to go a step further -where you are required to have specific module sets to take the mission (and become unable to change them until mission completion). Ex: "We require you to transfer this cargo to here. You must have a dangerous cargo license, and 2 cargo bay upgrade modules of tier 2 or better to accept this mission" It's nothing more than a passing whim, that I thought others might be able to build on and make something fun out of.
  23. I'm fine with both -I'd also like to see "wrecker ships" driving around looking for -and advertising for- stuff to take to the scrapyard
  24. I think it would be fun if, for raiding ships, you had the option of placing a jammer (which is always illegal, if found on a scan) on your ship which prevents them from calling for help -meaning as long as there are no witnesses in the system (that escape), your relations do not go down because no one was told of what you did.
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