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Kamo

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Kamo last won the day on June 18 2021

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About Kamo

  • Birthday 01/20/1987

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  1. Right now, when a ship is under attack out of sector, there is only two types of warnings: the normal "ship is under attack" warning, and the "destruction imminent!" warning that happens somewhere between 10% and 25% health, or at least usually too late to switch to sector to try saving her 😖. imoo there should be health bars on the left or right displaying the health of ships under attack, reflecting the calculations that the out-of-sector simulation is making, which would make the player know if it's worthwhile to switch to sector to oversee the battle (or prepare an evac plan) or just let the battle unfold in the background.
  2. Yeah, Torpedoes should be buyable in bulk ! Arming a big ship with it is a pita, while it should be at least be burger bread 😋 ! I remember if I clicked too fast on the button it would also crash the game if it made it slow down too much from all the client-to-server requests.
  3. Yeah, especially now that we have Nav Buoys that can show other icons too~
  4. Also, the "Sell Trash" button only sells Petty systems, it needs to use the actual Trash categorization ! Categorization that we can automate with Research Stations and Turret Factories' "mark as Trash" buttons, the Equipment Dock also needs this button.
  5. Awesome idea ! Turrets and aiming calculations are definitely a bottleneck, especially custom turrets for some odd reason. As soon as my fleet hits fifty or so custom turrets the game tanks 😖. With default turrets like on my TeaKon playthrough the game was still smooth with a fleet of 80-90 ships (it was a horde-like faction). Large amounts of enemies (like ~60 entitydbg-spawned Xsotan in an asteroid field) also caused it too (while similarly large amount of ships on my side caused less lag). Another thing that could be optimized is the UI, especially movement lines. Supply Factories lines on an entire Accelerator Factory supply chain with around sixty auto-freighters tanked my FPS on the Galaxy Map to 10-15 with huge input lag while it was 60 outside of action... except every minute when the actual supplying happened 🤭.
  6. This so much ! Unless it's a waste product (which'd underline a problem with dumping it) they should be auto-dumpable ! Also, waste disposal stations for the same reason.
  7. Translation from Google: That'd be very nice ! Especially joining wars~, which'd reduce friendly fire penalties because it gets silly in high tech sectors 😅, and viewing wars, including who declared it against whom for what reason 🙂
  8. Yeah, and also fake turrets, for when you don't have enough turret slots to arm them all~ 😆
  9. The Crew Deaths mechanic is very interesting, because the whole crew system was originally made about getting them and losing them, but since we never lose them since crew deaths was never implemented, we're stuck with a formality that end in always having ships 200% ready, and crew leveling having almost no impact 🤔. Also, a suggestion: heavily damaged ships losing Morale (like, 1% for every 1% of hull missing below 50%) because the crew is thinking about abandoning that ship that is blowing up in their face while they're trying to make it work. It could be mitigated by excess crew quarters space (which'd indicate how luxurious and abundant the ship's amenities is), and Security crew and systems, and mutinies could function like boarding instead of instantly losing control of the ship, causing more crew damage as chunks of the original crew turns into boarders and dies. Also, Boarding needs a revamp, with maybe ways to board without having to cripple a ship to inoperability (to a point where the main difficulty of the ordeal is to save the ship from being destroyed before boarding is finished). Dock boarding needs to be a thing, and maybe shuttles with rarities and balanced between higher boarder amount and higher hull integrity threshold or that kind of thing.
  10. Maybe the drone would be cooler by replacing half (or more) of the engine with an inertia dampener and adding a velocity bypass. Drone go weee 😋 !
  11. The Resource Shortage missions are very nice because if one explored the region they'd have found places to procure the missing goods, and you can do them in bulk in specialized sectors ! However, Delivery missions feel kind of garbage right now because you don't know where to go unless you take it, so they'll take you everywhere but where you want to go, and they pay less too ! Maybe they need to be targeted (even just giving a bearing like "south-east" like with gates) or changed to make them bulk deliveries which need big cargo, so they'd pay more than multiple shortage ones.
  12. Currently, Smart Hull is worse than Blank Hull since increasing Processing Power is (usually) bad. Maybe Smart Hull could have a regen bonus and/or weigh less (somehow) and/or need no mechanics (compared to Blank Hull who needs mechanics).
  13. Alternatively, maybe making torpedoes dark red, dark blue or cyan (or maybe another unused color like iron's desaturated yellow) so you can identify whether there's torpedoes or not 😋
  14. My idea is pretty simple: some sort of button that toggles the stat screen for a total tally of the ship's processing power, so the player can have a feel for the proportions of various blocks they use~, maybe compared to a set number of slots 🙂 (like, the thing would also indicate how much of the total propower you used) I use a libreoffice calc sheet to do them and it's hard to track how much thrusters/engines/shields/whatever I already put into the ship 😅
  15. Well, we have academy blocks so it makes sense. A possibly nice idea would be that the station would be able to: Give a Tier 0-1 Captain of any or a random class, with a cooldown (for an ordinary-sized station, like 10 mn for any class, 1 mn for a rando or Tier 0) 🙂 Tier 2s could be "searched for" since they aren't there anymore, needing the player to wait for them (with the option of waiting much less by giving a generous "hiring bonus" 😋) Missions leading to Tier 3 captains would have a higher chance of occuring there because many captains made friends among their peers passing news~ Obviously building one should make the cooldowns and waiting times much smaller (in theory because you are the main sponsor you have recruitment privileges, in practice because you put way more Assembly Blocks), but founding one would cost like around 100 million and it'd need around ~500 credits per assembly point per hour (or higher? I do'nt know the math) in upkeep: you'd need the income a few stations to keep a worthy academy functioning. Also, increasing the power of the academy would update the recruitment speed only after three hours or so, to give the feeling that training takes time (so founding an academy would only yield captains after that delay) ! Another nice alternative idea to the Naval Academy could be... a recruit order. Asking already-recruited captains to search for others 🙃 (of a specific class and optionally a specific tier). The area would be fairly large (or measured in gates), but more people recruiting would cause diminishing returns (less chance to recruit per cycle).
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