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Weylin

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Weylin last won the day on October 3

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  1. It would be very helpful if we could remotely order captains to do things like: change or equip modules, permanently or temporarily, going to an equipment dock to remove permanent installations. replace existing turrets with a specified one from inventory, or remove a specified turret equip specified turrets on pre-defined hardpoint areas adjust power toggles and priorities clone and train crew ship repairs The assets screen should also keep you notified of ship alerts, like insufficient crew and broken blocks, as well as their shield/hull status
  2. Have a separate tab for the Assembly block function. Here it can have more functionality with mods to do things besides just producing fighters. (For example, manufacturing commodities and torpedoes) Fighter blueprints could be stored in inventory and chosen for a construction job here as well, with configurations and queues for how many to produce, and what squad to place them in.
  3. Friendlies shouldn't even be shooting if there's another ship in the way. Reducing friendly damage is just stepping around the core issue. The other issue is that weapons are even capable of being that powerful
  4. Automatic pathing would be great as well on the map screen, since you have to manually input 20 or so waypoints to get a ship to take a gate network any reasonably long distance
  5. The lack of shapes for functional blocks has always puzzled me, I really can't think of any problems that it would cause, especially since the block menu compacts these variants so well now
  6. Sectors highlighted in blue sell and/or produce the commodity you search for. Sectors highlighted in red buy the commodity you search for. Both would show up on the map simultaneously. The cargo and station goods interface would have buttons to view the map and highlight sectors associated with that commodity. Stations that are known to require a certain material to produce their product would be highlighted as buyers. (Currently this requires checking the wiki constantly, or writing notes for what a sector needs) Trade Posts that are known to buy and sell a particular commodity could also be highlighted. Having an appropriate trade system installed would give additional information - The last recorded price deviation and quantity of goods available/needed of a highlighted sector would be shown on mouse-over
  7. As far as tesla turrets are concerned, just add a new faction called the Cult of the Grounded that make their ships out of stone and attack players that over-utilize them 😆 (I'm not being serious)
  8. Can we just agree that fighters need to be re-balanced before final release? They're slow They're costly They're easily killed
  9. Essentially, for a given module or weapon, help make it more clear that the attributes of it are above or below the norm for that tier/material/TL For weapons, it will better highlight the strengths and weaknesses of each stat, measured against the median. The per-stat ranking would follow something like this Awful Bad Moderate Good Great Maybe a percentage showing the deviation to avoid any color blindness confusion. I make this suggestion because rarity and material seem to mean absolutely nothing discernible. I see gray tier weapons with better stats than exceptionals.
  10. The looks, attributes, and capabilities of a turret are very important when you're working on a specific ship where the weapons are very much a core part of its design. The current system we have now is so RNG heavy and procedurally generated that it makes it difficult if not impossible to make a coherent design. Many people are fine with this and even prefer it, but I like to have the option of total customization without some random seed mucking it up. - Turrets would be designed like a separate ship or an extension of yours, built out of blocks. - 3 parts: Base, Housing, and Cannon. A 2 part variant would also be available and have a static Base and a Cannon that can move around freely. - Pivot and emitter points would be assigned as part of turret design. Turrets could be shared on the workshop. - Every turret you create would add a new entry into your ship management screen with several empty module slots. - In the ship turret management screen, you will place modules that will determine turret type and other parameters. - These modules can be purchased and duplicated from turret factories, you can in effect change a turret without dismounting the current one. The turret you design will be a core part of your ship, not just something you slap on, but the modules that dictate how the turret works can be moved around as needed. So, you create a new turret on your ship, or slap one on from your saved designs or the workshop. A new entry is added to your ship management panel, you can name the turrets, customize sound, colors, effects. There will be several color-coded slots that require certain modules to function, with extra slots for further tweaking. Type, fire rate, accuracy, range, and several other type-specific modules. Damage would be calculated based on what modules you use. Now you can make ships from your favorite TV show, video game, or book, or something straight from your imagination, and have weapons that match your vision.
  11. There's a nifty little feature in From the Depths that temporarily shrinks all blocks to half size, making it possible to modify interior space, mostly for changing block types and getting an overview of everything the ship has at a glance.
  12. Instead of having pages and pages of different materials, different block types, and all the shape variants for each kind, try simplifying it to this system: Choose a block shape, choose a material type, choose a component type. This also means that we could have functional blocks of any shape, so if you want a corner piece thruster, you go right ahead.
  13. Since there is such a divide, then perhaps the answer is making it possible to mod this into the game, if it isn't already. If there's a foundation that allows it, and people who want it, then the modding community will make it
  14. Any chance that people could stop saying that it would be too hard to develop, or that nobody wants it, or that it will affect performance, or that dev resources need to go to other things first? From what I'm seeing here, people who play this game like everything between random drops to designing their ships in all aspects the very smallest details. Satisfying both would be a challenge, but surely it would be a worthwhile one if it can be managed. All we can do is make suggestions, and hope that one of them "clicks", or at least makes something click in the mind of the developer. Sometimes they come up with a solution that's a bit of everything, or something straight out of nowhere that works surprisingly well. I've been thinking on this issue constantly every time I slip into a daydream, it's a tough problem, but I know there's gotta be an elegant way to manage it.
  15. Oh, I only mentioned torpedoes and fixed death beams as a possible addition to the game, as "solutions" to a "problem" I see people often bringing up the point of "Why wouldn't I just use a combination of heavy AND light weaponry so I can deal with everything?" This is a perfectly valid way to set a ship up, especially one that is intended to be the centerpiece of your fleet, your flagship, or as something singular and tidy you can dispatch into any situation where you outmatch the enemy. The shortcoming would be in efficiency. Ideally, the specialist who focus entirely on one design philosophy, should be especially optimized for that role. A ship with several low caliber weapons all around it could have modules that increase accuracy and velocity. A ship with a few very large turrets in a few key locations, or a central main weapon, could have modules that trade weapon velocity, accuracy, and tracking speeds, for sheer destructive power and range.
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