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SpaceMarine4040

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  1. This game involves a fair amount of fancy flying, why not allow for a control device that can accommodate that.
  2. Title says it, but with smugglers you can use then to "buy" stolen goods at 50% cost which is fantastic, or you just destroyed a station and got a bunch of stolen goods but you cannot use stolen goods in you factory. Wouldn't it be nice if you could have the smuggler do an unbranding mission similar to the refining mission so you can move those goods to your trading posts, factories, or build turrets out of them instead of doing that yourself. If we can already subcontract out the trading and the thieving, why can't we subcontract the unbranding of goods?
  3. Solar flares, meteors, corrosive nebulae, high gravity seem cool. I am not a fan of a disease event, it seems tedious. But several of these features can make the system you set as your home base feel truly unique, and allows interesting strategy. For instance if the star in system plays hell with shields then all of your stations might not even bother with shields, if your system has rogue asteroids that hurtle around, you may have "bumper pads", if the nebula is corrosive you use a corrosion resistant material.
  4. We have stations that can solve almost any problem, what about stations that specialize in offering multiple captains at any given time. Good captains can be rather time consuming to find, and for much of the game that is fine, but by late game the player tends to solve most problems with cash, industry and scale rather than flying across the galaxy to find a captain. Instead of flying to buy the goods to build their mass produced weapons they make their own factories, is it that outrageous for a player to build a university and recruit new graduates?
  5. we currently have system upgrades that make shields, engines, generators all do better, but what about thrusters? can we get something that increases the acceleration and deceleration gain from directional and standard thrusters? I was thinking, petty through rate just increase the acceleration and deceleration from thrusters or turning rate, sometimes both if you are lucky, exceptional unlocks boosted breaking. Just like boosting massively increases the amount of energy consumed and increases the longer it is used. Exotic would get Strafe boosting on top of that, and finally, legendary gets rotational boosting. All of this would only be active when holding down your boost key, and the relevant directional button. I am hoping from a balance perspective many ships may not need to do such crazy maneuvers, and instead opt for the far simpler "shoot the enemy" but for those of us who like do maneuver like an over-caffeinated elementary school kid it would be really cool.
  6. An order where a ship copies all orders issued to the targeted vessel, if ship B is told to copy ship A's orders and you tell ship A to escort you they both will, same with mining, salvage. Why so that you can have a a battlegroup of similar vessels that do similar things, or a mining fleet that is easier to control. Alternatively, allow fleets to be created, fleet has jump range equal to average jump range of all members (or remove lowest jump range ships if fleet leader has enough docks and longer jump range). allow the fleet to be given orders, and roles within fleet. Roles being fleet defense, and main order (salvage or mining).
  7. This would be fantastic, founding large vessels is a very painful experience at the moment as you have to stop frequently to deliver more crew let the academy turn them into professionals, then come back and build a little more. If you could complete the construction with only the cloning bay and academy active, let that come back to the vessel later when you get a notification that it is fully crewed, that would be great. Or perhaps you can do something similar to the periodic payments for station insurance where it charges you for crewman over time then tells you when it is done, but until finished no hull degradation.
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