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An Ning

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Everything posted by An Ning

  1. I have not done the beta, so if someone can confirm, it would be useful
  2. If you want to dock a single cargo container and you have multiple docks, you either need an ENORMOUS craft, or you'll have multiple docks trying to grab the same item and tossing it all over the place until it crushes against your hull. I suggest a toggle that activates only a single dock at a time for grabbing small individual items/craft, and activates all available docks to grab larger craft/stations.
  3. It gets tedious going to F9, selecting a station, scrolling through options to view missions, exiting to ship view, going back to F9, selecting a new station, scrolling through options to view missions... A screen that shows what missions are available (especially if they show what system you are going to, so you can line up missions going to the same place), would be much appreciated. Show up, open the "sector mission" screen (hit F9 and then hit a tab on that screen, maybe?), look at the missions, see if there's any I want, click the mission to target the station, then either start the mission right away, or go to the station and pick up items if that's needed. I could work less and play more, and I would really like that.
  4. Go here, drop this off. Look around. Go here, drop this off. Look around. How about some missions with multiple parts? ex: "We are giving you these materials. Take it here and receive the items they process it into, then take it to this place and they will give you the money for it. Bring the money back here and we will give you X% of it" This not only gives you more to do (without LOOKING for more to do), it also gives more chances for adding extras into the mission -like a station manager trying to bribe you into saying you lost the cargo, pirates showing up to steal the money, or mercs hired by a competing corporation showing up to make you hand over the money before you bring it back. I don't need ALL the missions to be like this, but having missions like this available would be very welcome, in my view.
  5. I was enjoying the container/docking feature in the Black Market... I really think that this should be expanded into normal freighter missions: where stations task you with transporting a container of materials to a destination -it would be particularly useful early on, when you have trouble having enough cargo room for cargo missions, you can easily have room for 2-3 containers, and would also make for new ship types: the container ship/super hauler ship, which specialize in being big enough to carry many containers at once.
  6. My last boss paid us and provided lunch. ...not many liked the lunches they'd provide, so morale at lunch time always went down.
  7. I am looking forward to 2.0 being out of Beta. ...I have had issues trying games in Beta and not being able to play -then not being able to go back- before, so... waiting. I'll edit the suggestion to remove cargo shuttles, though
  8. It's sort of established that ships can create/recycle food and drink indefinitely for the crew. This suggestion is not to get rid of this, but to make these "recycled" foods taste bad and have a slight negative impact on crew morale over time, and add in a consumable food and drink that can be purchased from stations that can boost crew morale. This gives reason for people to bring ships in to stations beyond looking for jobs or selling goods *would need a command mechanic enabling the player to tell ship captains to buy the item if found in system under X value and keep stores (located in crew quarters) above Y%, and a second function for a captain to warn the player that their stores are running low/depleted.
  9. Suggestion in short: 1) Fighters (combat), and personnel shuttles (for boarding) cannot be produced before Naonite tier, they can only be purchased at stations 2) mining/salvage fighters can be produced at iron/titanium tier. 3) Hangars can be produced at iron/titanium tier 4) iron/titanium hangars cannot hold craft above iron/titanium tier (thus preventing boarding and massive fleet expansion before those tiers), but CAN hold iron/titanium fighters -which can only be purchased at stations (before reaching Naonite tier) Allows more variety in early ship building, makes early mining slightly faster (and more risky, as an attack that requires escaping can mean leaving fighters behind), enables fighter combat early on, but makes it more costly because new fighters must be repurchased, not simply produced.
  10. I want to decorate my warships with spikes and plates and such. However, small decorative pieces blow up very easily in combat, making their use annoying. I suggest a "decorative block" be added in that adds no armor, no health, and is in all effects, nothing more than an illusion so ships can have small aesthetic-only effects (like ridges or gimbaling) that won't need to be repaired at (relatively) high material cost after every fight.
  11. I may have missed it, as I have not built many stations, but on the ones I had, all I could do was add more stuff. There was no production cap except for the materials and size of the station I built. I think it would be interesting to have tiers, myself, because there could be limits to the size of factories allowed in systems (set by the faction), or a faction that doesn't like you may restrict how large a station you can build, etc. I don't see anything like that currently.
  12. I don't know how to make addendums to someone else's suggestions, though
  13. Ever wondered why, when you're fighting someone COMPLETELY outmatched, they choose to fight to the death over something as insignificant as "because my pirate honor demands it", or "for the honor of my faction"? Ever wondered why, in those rare instances where you find yourself surrounded by vehicles that are made from materials and boast weapons you can't even yet dream of in the playthrough, they decide that the only option is your complete destruction simply because, we be pirates?" Why not give the players a chance to call for -or ask for- surrender in combat (Ctrl+shift+S, maybe, something impossible to push by accident), that causes all ships to stop firing momentarily and make an offer for their surrender, or for yours. Imagine, the next time you are sacking a station, instead of blowing it to tiny bits in the mercy of he who granted the power of the Holy Hand Grenade, you stop when all their defenders are dead and the station is critically damaged, hit "ctrl+shift+S", and the station begs you to take money and materials in exchange for not shooting at you and you not killing them (which you don't HAVE to take, of course). Imagine the next time you take a wormhole from the iron sector and end up in front of a pirate in the Trinium areas, that instead of being obliterated by a pirate (not a good way for a pirate to pirate, really), you hit ctrl+shift+S, and the pirate demands a % of your cargo and/or a flat sum of money in exchange for not destroying you. These would be very nice options, in my opinion, and -especially if you are given the ability to haggle in the negotiations by sending counter-offers for more or less stuff- would make even admitting defeat more interesting -if not fun (if nothing else I can demand an insulting tribute in exchange for your puny lives... before you blast my ship into oblivion)
  14. Just because you have an issue with something doesn't mean it SHOULD be changed. Making intact structures and vessels salvageable would be too problematic, as then you'd have salvage craft starting wars because they'd be salvaging ships and stations with crews in them, or structures that are intact and owned by another faction. Container fields have purposes. If you don't like the field being there, go destroy it, then salvage the wreckage. Do container fields slow a system loading? Yeah. Is it irritating? Yeah (though way less so than when you jump into a scrap system). Does that mean containers should be removed or that intact vehicles should be made salvageable? No. Sorry.
  15. To sum up the idea, it is that if a ship has all weapon-based, all mining based, or all salvage-based turrets, they get a bonus of some form (I would favor damage, but it could be accuracy, reload, range, just something), and if a ship mixes them up, then they suffer a penalty to weapons-based turrets (after all, the gunner on a mining ship probably won't be as good as the one on a battleship). The idea is that a crew that specializes in something will almost always be better than a crew that mixes it up. It also goes along with the question, "who puts mining turrets on a battle cruiser?" It gives reason to build vessels that are specialized to a specific role in a fleet, rather than building a bunch of jack-of-all-trade craft.
  16. The key word there is "manually". You can use salvage turrets offensively, if you want, as long as you do it manually. Heck, manually you can use them on an asteroid (I don't know why you would, but you could). Containers are not wrecks. They are containers. Your crews do not detect wreckage, as the containers are containers, not wreckage. I kinda wish container fields did more/had more function, and hopefully they will, but they don't need to be salvageable, because you don't salvage something that is fully working as intended (partly because it's working as intended, so taking it apart to fix something else doesn't make much sense, and partly because, as it is still intact, it is private property in use by someone else, and taking it apart for yourself would be a criminal act akin to piracy)
  17. The idea is something to impact how fast/efficiently a ship is able to repair itself outside a repair dock. Here's a general concept description of the block: Repair Bay Contains materials and machinery for in-transit repairs. Crew requirement and repair capabilities increase with size, and the repair machinery has a high energy draw when in use. It is recommended to keep this system offline until in use outside of combat. Higher grade materials for repair block have higher repair capabilities for smaller crew sizes.
  18. I'd rather they surrender -since NPC ships get boosts to speed and maneuverability well beyond what they should actually possess, and since jumping is instantaneous (my irritation with a lot of those "ship in the sector being attacked" instances: you need 20 seconds to get there, they kill the guy in 18 and jump away instantly after) I think all related ships stopping and pinging you with a "we ask to surrender" message -where you are given some money, reputation boost, and a random part in exchange for letting them jump out, or you can choose to eliminate all of them and take a hit to rep instead (or, if you want to get creative and complex, get offered an option. ex: "We wish to surrender" 1) Wise decision. You may leave with your lives. (faction rep increase) 2) How much is the chance to leave alive worth to you? (gain money, no impact to rep) 3) If you want to go, one of you must remain behind (rep decrease, chance of a ship being surrendered. Loop back if fail) 4) You think I will allow you to live? (rep decrease, fighting resumes, reinforcements may be called)
  19. The idea in short: Rather than a space station costing 40 million and having limitless production capabilities based on materials available, stations cost less to found, but have limited size/production capacity until "upgraded" (basically buying a license for a larger station). ex (numbers are only a representation for this example): Basic factory cost: 1.5 million Can produce 1 line of a good with a max production capacity of 500 Tier 2 factory upgrade cost: 2 million Can produce 2 lines of goods with max production of 1500 Tier 3 factory upgrade cost: 4 million Can produce 3 lines with max production of 3500 Tier 4 factory upgrade cost: 5 million Can produce 4 lines with max production of 5000 Tier 5 factory upgrade cost: 10 million (again, just a representation of how the expense increases) No limit to production lines or production capacity. edit: I think it would be interesting to have tiers, myself, because not only would it allow you to build more stations earlier on (with limited capacity), there could be limits to the size of factories allowed in systems (set by the faction) based on the factories already present, or a faction that doesn't like you may restrict how large a station you can build, etc.
  20. I do not use gates in this game. Never. Early game: I have no money, so paying for the travel is financially unsound. Later game: It's 50km gate to gate, to travel 4 sectors to the next gate. I need to travel 32 sectors. I can do this 8 times (10 seconds travel time between gates) and take 80 seconds while spending money before coming to the closest sector I can to the place I want to go and making a hyper jump. Or I can jump three times with 20 seconds of cool down, save 20 seconds, and save money. Simple solution: Make gate connections connect to systems 10+ sectors away More complicated solution: Keep current gates, but place them closer to the stations. Add in a second set of gates that connect to "trade hubs" that are longer distances apart.
  21. Setting out some more unrelated suggestions in a single post to avoid spamming the forum. Since people may like one idea but not the rest, I will try to make a poll for people to show which ideas they like -if any. Suggestion 1: Mission Chains Issue: Freight missions are a bit boring. Go to a sector, see who has a mission, read the mission, accept, you either need to find a specific factory to bring back a specific material, or you have 20 minutes to bring a material to another factory. When you get to THAT sector, you repeat. For a few minutes this is fine, but after a while it gets very boring and feels more RNG than "living galaxy". Suggestion: Make mission chains available ex: Have certain stations set up a contract of multiple missions with the player (for higher reward) where they need to go to one station to retrieve a material, bring it back to the station, then escort freighters from that station to a new factory, before escorting another set of freighters to where the final product is sold, with the player "receiving a portion of the proceeds" (and also allowing for events to occur during the mission. ie: pirates attacking the freighters, the second factory trying to mug the player for the item/offering money to not finish the shipment, a freighter exploding and the player receiving a new mission to find out what happened). Suggestion 2: Freight containers Issue: containers serve no purpose They only seem to be there for the player to scan and steal from Suggestion: Give containers more to do For aesthetics, have small container fields near stations acting as loading/unloading areas. For practicality, have certain missions require the hauling of a container from one station to another, rather than just "having cargo space on the ship for it". Suggestion 3: Territorial Expansion Issue: Having an ally doesn't do much for the game itself You get access to some stuff they sell and.. that's pretty much it. Kinda boring. Suggestion: Have allies utilize you to expand territory Once you form an alliance, let the allied faction send missions to weaken another faction (raid shipping, damage/destroy stations, aid in a sector takeover). This would not only make the galaxy feel more dynamic, but also opens the doors for the player getting missions from other factions (including pirate factions) to make "false flag" strikes in order to make a more desirable situation for themselves. Suggestion 4: Expanding pirate factions Issue: Pirates control sectors. So what? The pirates control a sector and have a space station. Good for them. No one really seems to care unless they are taking slaves or forcing freighter crews into combat. Suggestion: Allow Pirates to expand their influence/territory Enable pirates to place stations in sectors close to their "home sector" to increase their territory. Have increased pirate activity in sectors close to a pirate station. Have pirate raids be forces that are comparable to the defending units, at times -such that, if the defending units are all destroyed, the pirates declare the sector under their control (essentially a faction war between the pirates and the previous controlling faction breaks out). Create missions for stations that are under pirate control -or that have been raided by pirates- where they ask the player to remove the pirates that are threatening them.
  22. I've been making quite a few suggestions of late, so to avoid spamming the board further, I'm putting a few unrelated ideas into a single post here. Since people may like one idea but not the rest, I will try to make a poll for people to show which ideas they like -if any. Suggestion 1: Ship Control transfer Issue: Currently to change control of a ship not in your sector, you must go to galactic map, find the ship name you want, click on it to highlight the sector, click the sector, select that you want to transfer to a ship in the sector, then scroll down a menu of ships. Suggested Solution: It would be much less troublesome if you could right click on the ship in the galactic map (from the list of ships on the side) and select "transfer to ship" from there -the way that you can give orders to ships for movement and mining from that menu Suggestion 2: Attack in other sector Issue: Currently if a ship is attacked in another sector, you get a message warning you of attack, of damage, of severe damage, and of destruction. Suggested Solution: A hotkey -or even "yes/no" selection to "transfer to ship under attack" when these messages arrive would be very nice, as the time I spend trying to find the ship on the galactic map is time the ship is being attacked Suggestion 3: Chat Bubbles Issue: Ships talking can cover things that are very much important on the screen. Suggested Solution: I would personally suggest that what ships say should appear in the chat menu, rather than as a chat bubble -this would also enable the stations and ships themselves to have "conversations" that you overhear, rather than a random line about a cash register with no before or after context. Suggestion 4: Resource acquirement notification Issue: Currently as a ship gathers items and materials, a list appears on the right-hand side, building upwards. This can make giving orders on the galactic map irritating, as these notifications cover the map and any orders you are trying to select. Suggested Solution: Have these either list right to left so they are less likely to cover something crucial, or have them appear in a collapseable menu Suggestion 5: Iron Fighters Issue: Currently, you cannot make a hangar with any material lower than trinium. This makes the sectors that sell fighters in the iron and titanium sectors nonsensical -and the fighters that are sold there useless (you are fighting Naonite and Trinium enemies, why would you use weaker iron fighters -especially since you have to hire any pilots you lose, meaning they aren't expendable, and can't mine more trinium to make more hangars?). I mean freaking heck, the reward for the mission that requires naonite or trinium mining gear to accomplish it is iron mining fighters! Suggested Solution: Allow Titanium and Naonite to build hangars, with the caveat of being very large, expensive and having a severely limited fighter capability. This would make the stations and sectors that sell fighters in iron, titanium and Naonite sensible, make purchasing iron and titanium fighters sensible, but prevent the early game from being a massive fighter spam due to the material expense of making large hangars for few fighters, as well as hangar limitations on the number of fighters they carry. ex: Titanium hangars "max out" with a volume of 12 (which would be something like 80 for Trinium, as titanium hangars must be larger due to being a lower-tier material), and no matter how much larger it is built, will not have a higher volume and cannot hold more fighters. ex 2: Naonite hangars "max out" at a volume of 30 (for the same 80 volume at Trinium), and once 80 volume is reached, the ship will not increase hangar volume/fighter capacity regardless of additional hangars added. note: These numbers are examples, not definites. A max of 5 -or even 3- for titanium and 6-12 for Naonite would also be possible and understandable why I think it works well: it not only makes iron and titanium fighters (and the stations that sell them) more sensible, it gives progression for carriers throughout the tiers: Iron can't do anything. Titanium can have a few fighters, but it's a materially and monetarily expensive, energy consuming space hog with only small benefits in mining or salvaging, not really holding enough for boarding actions Naonite can hold more fighters, making mining and salvaging more efficient and making a small difference in small space battles or possibly boarding small ships Trinium can not only hold far more fighters for mining, salvaging and combat, but also MANUFACTURE them, making it even cheaper, and enabling the boarding of large ships and stations Xanion: enables fighters to pick up resources and deliver materials, making mining and salvaging even more efficient
  23. Alter the mission description of the "commanding fighters" so it says, "buy three TRINIUM mining fighters", rather than "buy three mining fighters". As the subsequent portion of the mission will be revealed after to mine trinium, the mission should specify that you should not buy a lower-tier fighter, as that will not be able to do the part that comes after and will be a waste of money.
  24. Should be self explanatory. Jumped into a system where a faction I am on "excellent" terms with was attacked by a faction I was at "neutral" terms with and decided to help. As soon as I opened fire I was forced to stop maneuvering AND firing while being attacked by 6 other ships in order to read about me now being at war with the faction I was hitting. At 50% health (playing on veteran difficulty) I figured I'd have to turn and run, only to be forced to stop moving again because the faction I was helping was SOOOO happy with my decision, they wanted to let me know they appreciated it -rather than let me move away from the guys killing me. I managed to survive THIS (barely), only to have "friendly frigate" ping me seconds later after flying through a debris field and once again forcibly stop me in the middle of combat in order to let me know that our relations had gone down and I owed a fine because I picked up stolen titanium from the wrecked cruiser (I'll let you guess the result of that on my ship's remaining health). Once combat starts... there should be no "forced halt to player maneuvering/firing" if the AI is allowed to continue shooting.
  25. this is already a thing, it's just not stated in the key bindings. I'd delete this, but I don't know how yet
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