Additional ship commands:
-Flee: The ship boosts away from hostile ships and stays out of their torpedo and weapon range.
-Follow: The ship stays close to the target ship and fires on enemies at range but doesn't leave the ship it's following to chase after enemies.
-Transfer crew/cargo: The ship transfers chosen crew or cargo with the target ship.
-Wait: The ship waits in its current location for a set amount of minutes.
-Unbrand: Unbrands stolen goods.
-Mine all asteroids command: Some people want to clear a sector of asteroids or get help from their other ships against a special enemy.
-Open/claim: Opens all stashes and claims sellable asteroids. Requires C43 object detector of at least yellow rarity to function.
Existing command improvements:
-Mining command should allow material filtering
-Attack command should be split into two categories:
*Close range: The ship gets close to enemy ships so that all of its weapons can fire.
*Long range: The ship stays far from enemies, using its long range weapons to rain death on enemies. Requires a weapon with over 12 km range to use. PDCs are ignored in the calculations.
-Fly through gate/wormhole: The command's existence isn't communicated clearly enough and it doesn't allow ships to go through gates or wormholes that haven't been explored and flown through before.
-Salvage command should make the ship automatically buy a salvaging license whenever it is about to run out of one or doesn't have one.
Command layering:
This should essentially allow ships to respond to changing situations. Players could set a secondary command layer for their ships that would not interrupt their queued orders unless activated based on certain triggers like getting attacked. The primary command layer consisting of an infinite order or queued orders would be remembered by the ship and it would return to proceed with those orders once the trigger for the secondary layer has disappeared, for example all enemies in the sector have been destroyed.
For example, a miner would have a mining command with its queued ones as its primary layer, but if it gets attacked it would switch to fleeing or attacking enemies.
Suggestion
Guest
Additional ship commands:
Edited by TenguKnight-Flee: The ship boosts away from hostile ships and stays out of their torpedo and weapon range.
-Follow: The ship stays close to the target ship and fires on enemies at range but doesn't leave the ship it's following to chase after enemies.
-Transfer crew/cargo: The ship transfers chosen crew or cargo with the target ship.
-Wait: The ship waits in its current location for a set amount of minutes.
-Unbrand: Unbrands stolen goods.
-Mine all asteroids command: Some people want to clear a sector of asteroids or get help from their other ships against a special enemy.
-Open/claim: Opens all stashes and claims sellable asteroids. Requires C43 object detector of at least yellow rarity to function.
Existing command improvements:
-Mining command should allow material filtering
-Attack command should be split into two categories:
*Close range: The ship gets close to enemy ships so that all of its weapons can fire.
*Long range: The ship stays far from enemies, using its long range weapons to rain death on enemies. Requires a weapon with over 12 km range to use. PDCs are ignored in the calculations.
-Fly through gate/wormhole: The command's existence isn't communicated clearly enough and it doesn't allow ships to go through gates or wormholes that haven't been explored and flown through before.
-Salvage command should make the ship automatically buy a salvaging license whenever it is about to run out of one or doesn't have one.
Command layering:
This should essentially allow ships to respond to changing situations. Players could set a secondary command layer for their ships that would not interrupt their queued orders unless activated based on certain triggers like getting attacked. The primary command layer consisting of an infinite order or queued orders would be remembered by the ship and it would return to proceed with those orders once the trigger for the secondary layer has disappeared, for example all enemies in the sector have been destroyed.
For example, a miner would have a mining command with its queued ones as its primary layer, but if it gets attacked it would switch to fleeing or attacking enemies.
Added a missing command
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