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cy414

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Everything posted by cy414

  1. likely depend on the country you are in and if you are in an at risk group. i suspect older working people and healthcare providers will be fast tracked.
  2. this weapons function and description in game matches that of how "Ion Cannons" would work. even sharing the electrical and plasma damage type. im not really fussed about the teslas due to the historical reference, but i do think using ion cannon would be an improvement to lightning gun.
  3. sometimes the ships and stations shown on the main menu are pretty cool, and could serve as a good foundation do build from. so i would like a button on the main menu that will save the template of these demo ships to my own template folder so i can work on them.
  4. been farming xotan chips and noticed that some stack and others dont. could all xotan chips be made to stack in inventory? reproduction: put 6 of each xotan chip in your equipment inventory.
  5. i would like to see the automatic ship and station generator given multiple range sliders for different elements of ships. so that players can order more customised ships from shipyards, and so the game can generate more unique factions speed, x, y and z acceleration, the x, y and z acceleration, rotation, hp, shield, , battery could all be given ranges to determine how well a faction performs militarily sliders for cargo, jump range, power generation could decide how well a factions performs economically. and fix the bug where npc stations spawn with next to no cargo for trade by setting a lower bound. more complicated could be sliders for how they look, though im guessing these already exist to some degree. how bias the generator will be to building large rings, how many primary hulls(i notice a lot of factions have 2 hulls), how bias it would be to generate fractal, geometric or rounded shapes. or even things like the old xotan spiky space armadillo's that where quite satisfying to shoot to bits even relative limits on dimensions could be used to create differences such as ships that are notably long, or flat but tall and wide space jellyfish. this could even be a modifier on diplomacy on the basis of "we dont like how your ships look" via the relative values of round or spiky a factions ship design is biased.
  6. on higher difficulty levels, without the repair tokens, i would like the ability to combine a shipyard with equipment docks and turret factories and other stations, to form an industrial complex. so i can order ships complete with guns and upgrades from "advanced templates". this would eventually provide added value to the economy and trade options and make the universe feel more alive as factions would need their own industrial bases too.
  7. i still like the idea of it, but i hope it evolves into something closer to the interface from sins of a solar empire and x4. maybe im an outlier on the number of ships and stations i build, but it does feel to me like an rts inspired control system would work well here. possibly something like the commander system from warzone2100 could prove useful too.
  8. back in beta 8 million hp ship smashed into asteroid found the wreck with the asteroid buried inside it.
  9. il throw my own desires for this in here too, since its more of the same. a standing orders menu for behaviour biases aggression: low-med-high. would determine if the ships tried harder to evade enemy shots or keep its own guns on target. range: low-med-high. would determine if the ship would get as close as it can to get shots on target, or try to keep at maximum range of its guns. self preservation: low-med-high. would determine when a ship tries to jump out of sector due to damage seek repair: low-med-high. would determine if a ship simply accepted lost blocks, waits until im in sector to ask for repairs, or jump to the closest known/assigned repair dock. (would give more value to player owned repair docks.) profile: scout/non combat-defend-engage. would determine if a ship boosts away from attackers(rather than sit still and be shot to bits.), hovers near/tries to heal friendlies, or goes off to engage enemies. anyone who played warzone2100 should have a good idea what im thinking about. changing patrol sector command so that a ship told to patrol automatically carries out other tasks its equipped for, like trade and salvage.
  10. from what i can tell such stuttering is associated with spikes of i/o which is likely the game dumping/loading things between the ram and hdd page file. how much ram do you have and what sort of hd, on what model of board?
  11. i would like to be able to put my random cargo into one of these and let it sell to npc traders, since it sells random items. but it looks like it only sells that cargo if its on its own random stock lists. i request that trading posts also sell cargo i put into it. as a way to take the micro-management out of trading hundreds of different items.
  12. thanks. need to hit the vote button at the top of the thread though.
  13. which is something that would destroy sectors due to everything flying so far out of the sector it would take increasing amounts of time to get there. while i agree the drag is annoying, it still needs to be there for basic game function. hence the solution i posted, which would make drag negligible in the middle of a sector, while still serving the needed function of the sector falling apart and ejecting objects.
  14. there is a loot mod on the steam work that highlights drops the same way as the mining system does asteroids https://steamcommunity.com/sharedfiles/filedetails/?id=1747690472 IFTL loot display
  15. i would like to be able to set a few simple behaviours for my ships. possibly though the captain. examples; aggression: low-med-high. would determine if the ships tried harder to evade enemy shots or keep its own guns on target. range: low-med-high. would determine if the ship would get as close as it can to get shots on target, or try to keep at maximum range of its guns. self preservation: low-med-high. would determine when a ship tries to jump out of sector due to damage seek repair: low-med-high. would determine if a ship simply accepted lost blocks, waits until im in sector to ask for repairs, or jump to the closest known/assigned repair dock. (would give more value to player owned repair docks.) profile: scout/non combat-defend-engage. would determine if a ship boosts away from attackers(rather than sit still and be shot to bits.), hovers neartries to heal friendlies or goes off to engage enemies anyone who played warzone2100 should have a good idea what im thinking about.
  16. inspired by sins of a solar empire and other games. i would like to be able to set a ship as a flagship, and then assign other ships to its group. functionally, this would de-clutter the ship list on the galaxy map, and mean i only need to issue an order to one ship, to get the whole fleet to move with it.
  17. given the vast discrepancies in block mass, this would make designing ships a lot more challenging, and likely break the npc ships. but a lot of people just want their ships to look cool and put all the engines completely inside their ship, with only superficial thruster "plates" exposed as an "option" i would like the extra physics to be a thing when designing ships, since its something to work around and would force more creative solutions than "armour brick". but then, i would like for engines and thrusters lose thrust proportionally to how covered they are in that direction.(excluding holograms and other engine/thruster blocks stacked on them.)
  18. the inertia/drag is needed to prevent problems like sector objects getting scattered about. imagine if you accidentally nudge your new gold mine with a big ship, only to find a week or 2 later its 50000km away from the jump point. and npc traders take several hours to get to it. and thats if some bug in the co-ordinates doesnt break the sector. my idea would be, having it the drag effect scale. from say 1% of current in the middle of a sector, to 100% at 100km and becomes a force that pushes things back to the centre some time after that to prevent bugs, could be more interesting.
  19. use turrets that dont have the battery draw, overheat or burst trait. this will limit your options for weapon type though.
  20. dont be inside the barrier when someone kills the wormhole guardian. this triggers a counterattack .
  21. very much this. there is already a search wreckage prompt in the game that will give you loot. making this work for salvage bots would mean scout/probe ships could be told to collect stashes if implemented.
  22. cosmetic thrust blocks would be really nice it could be like a holo block with no overlap detection. that way you could bury it inside your own engine/thruster cowl meshes.
  23. not really, who is going to say "we keep getting pummelled by raiders and can build better things ourselves, but lets just not".
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