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Dal

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  1. This suggestion totally reminds me of when the first editor released for Lucas Arts X-Wing where you could make custom scenarios where you could make missions like protect the hauling convoy, assault imperial FOB's and you could customize NPC spawn conditions. This would be an awesome feature!
  2. [*]Design dedicated servers to be able to connect to one another through one or multiple in game gates or wormholes. This would allow the community to scale space and load balance processing power. [*]Hyperspace warp in beacons so you can specify a location in a sector you always want to land on warp in. [*]Updated item manufacturing to a blueprint system to eliminated the need to make so many stations. Its very expensive and time consuming to be self sufficient. [*]Combine the commodities and turret/upgrade inventories into one single inventory system. The turret/upgrade system is easy to manage/transfer from player to player or ship to ship, the commodities system is a complete nightmare to manage through the container system. [*]Finalize work on the faction systems to allow the ability to completely remove factions from the universe if a player chooses to do so. I really think this would be a huge step in player retention. [*]Tie pirate presence in regions of space to HQ sectors. If those HQ sectors are (which would be well defended) destroyed then you would see a huge reduction of pirate incursions in the region.
  3. Sorry for the necro, but google brought me here while looking for a solution to this problem. I second this request. When you have even 3 people living out of the alliance hangar and wallet, the notifications are pretty much non stop.
  4. Worker threads is the number of threads the game uses for all frame calculations inside of a sector. Generator Threads is the number of threads used to calculate generating new sectors (ie jumping to an undiscovered sector) SHould these variables be adjusted according the number of players you have active on your server to get optimal performance?
  5. It owuld be nice to be able to turn off the auto save feature of ships when in the build menu. My inventory becomes completely flooded with half built ships and I have to go one by one and delete each of them to open space for new saves.
  6. Dal

    Crew Purchasing

    I discovered this tonight. 1. Have the crew on your ship set to auto assign. 2. Have your ship desire a large amount of crew. (20+) 3. Have your ship crew desire Sergeants or Lieutenants so that the purchased will auto assign those slots as well. 3. Hire 20 crew. The station will charge you for 20 crew and deduct 20 crew from their inventory. Once you open the crew tab for your ship, you will have a single officer slot filled and the rest of the crew you purchased will be missing. This bug will be existent as long as you have officer spots to fill. Bandaid: Don't use auto assign crew on your ship when you purchase crew in bulk and need officers. If you purchased the bulk crew with auto assign off, and then turn it on when they are all sitting in the crewman ($80) tab, it will work as it should.
  7. I appreciate the response, and I totally agree with you. But more importantly where do dev's read feedback and bug reports more? Thats really all I care about. I like this game and I want to see it do well, and I want to make sure my feedback isn't being left somewhere so one gives a sh*t about.
  8. @Devious Could explain these two server settings? and what they do exactly? workerThreads=1 generatorThreads=2
  9. Last night I made a ships that acts as a mobile station that follows me around the verse. It sits stationary when in sector but has a huge amount of cargo space. We then went into a pirate faction system and began burning that motha f*cka to the ground. As we did so we collected all the station drops and deposited it into the "mobile station" using a equally large freighter and logged for the night when we were finished. Today I logged in to begin to de-brand the loot, and begin to sell it... I think its the last time I will ever do this the way it works now. 1. When you go to transfer cargo you cannot see what it is you want to transfer until you hover over it. Nor can you see the weight of the the item(s) or the capacity of the receiving ship. IMO: Display the items in the cargo without hovering over them while being inside the trading cargo window, and be much clearer with M3 capacities. 2. If you close the trading window your ship selection de-selects the ship your trading with and reverts to the ship your flying causing you to re-select the other ship every time. IMO: Having it revert to the ship you were selecting would save a lot of clicking. 3. When you have a trading subsystem fitted on your ship you have to look through upwards of 5-10 pages of potential sell orders. Then you have to look through the inventory your ship is carrying to find out if you have what they want, which is the same way if you're carrying lots of stuff. This is a very time consuming process, because you have to basically go item by item, swapping between the inventory and trade windows to find out who needs what in system and compare it against what you have. Refer to #1 as you also have to hover over the inventory item to find out what exactly it is you're carrying in the transfer inventory window, and refer to #2 as you also have to re-select the ship you are transferring cargo with. IMO: Smaller font to allow more items to be listed in a single page. Or develop a more robust trading window that compares what you are carrying against what is asked for in sector to eliminate the 1 for 1 item deduction. EDIT TLDR: Make 3 ships. 1 as a mock station to unload large amounts of stolen cargo, 2 as a freighter to jump into system and scoop said dank loot, 3 a combat ship to get the dank loot. After you are finished filling that mock station, let me know how it was to sell the dank loot.
  10. I have and Im very impressed with the work you put into it. I love the graphical galaxy map. Ill have to try and use it sometime. In the meantime, I have fun playing in Linux and trying to build my own scripting stuff.
  11. Dal

    Ship Tiering

    Its a bit OP when you get closer to the center of the galaxy and have built a ship with the relative quality of loot generated by the region you are in, then flying back to the edge of the galaxy and can pretty much one shot everything off the field. This mechanic should be revisited to bar players flying higher tier ships from enter space of a lower tech level.
  12. Now that the alliance update has hit the beta branch and soon to be released stable, it would behoove the developers to add functionality to the game map where player made factions can start claiming space, as well as build infrastructure inside the claimed sector similar to how NPC factions hold space. An addition to this, after the system has been claimed by a player faction, the ability to claim the star gates owned by the prior owner, and setting of jump prices via relative standings. Including the ability to create star gates and have them connect to other sectors to create more efficient trade routes for player and NPC freighters.
  13. What kind of modding do you have in mind?
  14. I can confirm that I was playing latest stable, then switch to beta and all my saved ships were in the build menu on a completely different server. This tells me your saved ships are saved client side, not server side. However one thing to note, which is what Devious was eluding to, if any block changes happen from patch to patch, you may encounter problems due to them being "legacy" code.
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