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TimingGauge

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Everything posted by TimingGauge

  1. To play devils advocate, I would argue the thought behind this is that depending on the ships stats the values of HP and Shields are transient enough to warrant needing a rescan, whereas omicron rating/speed/distance are much more quantifiable. At least, that would be the first reason I can think of that would require a targeting system to "forget" the info. It would be nice, but I feel like making it stay visible would go against what the dev's intended combat to be like. They had to code the distance/time/conditions for the information to be hidden or displayed and they chose it, I'm not sure if they would alter that. I hope you find a way to make the game more to your preference, have you checked the Workshop for a mod that might prove to be a fix?
  2. I really like this suggestion, I just want to play devils advocate in order to hopefully refine your idea a bit. My first thought was if having a single click and a hotkey would be different enough from right click and another click to be worth even trying to change? I would instead expand on your idea, to using number keys to specify a unit (ship or station doesn't matter) and tapping a second time to switch to it. So, designating a random station in a high traffic system at 1 (even though it might be really far away, offscreen, thus not listed), would automatically bring the window to THAT designated station, and tapping again would automatically switch to it. So to summarize: You would set a hotkey 1-0 for a listed ship on the minimap. Hitting 1 (for example) would automatically focus that ship as it mostly is already available. Hitting 1 again, in quick succession, would automatically Switch to Ship. You could add Shift or control modifiers in order to maintain your groupings of ships if desired(like, I set up 2 man groups for operations now. One ship is the miner/salvager/explorer/trader/ and one ship is the escort) or you could use it to specify 30 different ships/stations you can quickly get to. I think I can see the benefit of your point in making a quicker way to access a ship when you don't know exactly that its the one you want until you see its position though. What would some of your thoughts in response be?
  3. I can understand where you're coming from with this, although I would argue the Favorites system is a solution to your problem. Inventory management in the midst of a fight shouldn't be a priority, and if it is they already have a few ways to make it doable. Turning on the pause while in building mode is one, the favorites system is another, and then going to your component slot inventory to look at just your systems are the ones that come immediately to mind. I definitely agree with your argument about sorting ability though, please take a look at my suggestion I recently uploaded I would love to hear if you think its a valid idea! I hope my suggestions also prove beneficial to you in case the dev's don't have a desireable answer!
  4. I think this is a great idea to make force turrets more applicable. I love the idea of being able to grab an asteroid and hurl it at an enemy station. Collision damage system, the physics system, and the system of how these turrets work make them pretty pointless though. The idea of using them as a way to save a component space for picking up loot, at the cost of a turret slot, seems VERY well balanced to me. The ranges can be tweaked and toyed with to make them either incentivized or not mandatory (as in if they're SO good you can't afford to NOT have one or two). Great idea to make something irrelevant have a purpose without trying to revamp a bunch of different systems already in place, take my upvote please ^.^
  5. I disagree that it would affect gameplay, since PDC's can have flight times for the projectiles. I feel buffing drone speed would benefit the player a bunch, both in combat and economic ways. Combat, because a carrier-style ship would maintain its combat prowess for longer against drones (the A.I would also benefit, but point defense lasers used by the player would imbalance the playing field again). Economic, because with drones not dying nearly as much you could save up to 120k of a resource for a full squad of high quality drones. Towards the later game, I feel like drone speed is back to being a non-issue since resources are abundant and tech level difference between player and A.I can be so drastic. I can't give any idea of cost/benefit analysis in multiplayer mode though. Thoughts?
  6. I don't know if this has been brought up before or not, but after a few thousand hours of gameplay I really only have two final suggestions that could be huge QoL improvements. A secondary sorting ability, so that I can sort by DPS and Tech Level, or by Rarity and Tech Level, or by DPS and Rarity. I find myself wishing I could sort by tech level and rarity both specifically when I am at a research station so that I can upgrade the tech level of a resulting item/component more than just the rarity. I don't know if anybody is like me by sorting by Type and Rarity both, could make a Research Station dump of 300 items a whole lot more manageable. Secondly, I REALLY wish there was a simple X:Y addition to all coordinates. I constantly forget my basic graphing techniques while looking at coordinates for things that might not be specifically marked as a quest objective but I still receive a location of. Commonly in the Exodus quest, and most likely because I'm an idiot. But please help my idiot brain by just adding an X:Y to the tooltip while hovering over sectors in the minimap! Again, sorry for anybody reading if these have already been brought up and addressed.
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