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Kriby

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  1. Out of curiosity, did you also completely disable shadows? I've a GTX 2070 and I can still get choppiness with shadows on.
  2. With the addition of the burst fire turret statistic (THANK YOU!) it'd be nice to see an inventory ordering mode based on burst DPS as well! Another QoL feature in the inventory view would be to allow more refined searches on actual underlying turret type, e.g.: Set inventory view to order by DPS/slot Type "Artillery" in the search field See only Cannon/Mortar weapons, ordered by DPS/slot Alternatively, allow two search criteria to be chosen in order (two drop-down lists in the top-left of the inventory view): Set primary filter type to DPS/slot Set secondary filter type to Type See all turrets, first sorted by DPS/slot, then by Type, giving each type of turret sequentially listed in descending order of DPS/slot. Finally, it would be nice to be able to sort weapons by range, since (at least I find) manually aiming weapon groups works best when grouped by range.
  3. A cool flavor subsystem that came to mind when thinking about the space-time rift exploration for Into the Rifts was a phase shift subsystem that would allow your ship to phase shift in order to avoid damage. Basically you can press a button to activate the phase shift subsystem which turns your ship translucent and makes projectiles, beams, torpedoes etc. pass through your ship harmlessly. Doing so consumes a hefty amount of energy; the higher the mass of your ship, the more energy required to maintain phase shift. On top of this, the cost to remain phase shifted increases the longer you are phase shifted. Exiting phase shift starts a cooldown before another phase shift can be engaged. You probably shouldn't be allowed to fire weapons while phase shifted. Phase shift subsystem could have bonuses to (affected by rarity): Phase shift energy usage/kiloton Phase shift recharge cooldown reduction Phase shift freebie period before energy consumption begins Speed bonus while phase shifted Phase shift ship inertia reduction (basically, change of flight vector as if your ship had lower mass while shifted)
  4. I think it'd be cool if assembly blocks were more generally useful. Specifically: Allow production capacity to be used to build torpedoes similar to how fighter construction works Allow production capacity to be used for passive hull repair bonuses Create a new ship menu tab where production capacity can be allocated between these three uses The ship menu tab would give you feedback on what your production division results in re: hull repair bonuses, torpedo and fighter production slots and production time reductions. Captains and subsystems could be added to give bonuses to each of these primary use cases.
  5. There may be a good reason why this is not possible that I don't know of, but I'll suggest this from ignorance: It'd be nice to be able to order ships in a sector to salvage/mine that sector from the galaxy map instead of having to switch to that sector and order from the sector overview map.
  6. A lot of my playtime ends up being spent flying around in a slowboat battleship trying to loot. It'd be nice if there was a world game setting (or legendary tractor beam) that made loot allocate immediately to the ship that dealt combat/salvage damage responsible for loot popping out.
  7. The torpedo controls are pretty clunky and don't lend themselves to a very fluid experience in combat. There are also issues with manually controlling each torpedo tube since you tend to loot a bunch of random torpedoes that you more or less have to load singles of before buying new torpedoes. I propose a quick action menu instead of manually dedicating launcher tubes to missile types. When you hold down 'G' or whatever your torpedo button is while you have an active target, you get a circular action HUD element where you can click torpedo types to load them for a launch against the selected target. Each press loads a torpedo of the chosen type, until you have loaded all active and ready torpedo tubes. If you press the center element you cancel the launch, otherwise releasing the torpedo button will launch the chosen torpedoes. The rarity of torpedoes could be handled by splitting each quick action sector into rarity levels, or just default to using the highest rarity torpedo first. Optionally the HUD element could filter torpedoes so that only torpedoes with ~sufficient range are considered available in the quick action menu.
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