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Showing content with the highest reputation on 10/07/21 in all areas

  1. 1 point
  2. The beta branch recently got a new potential key binding for "target self" (the MMO F1). I love having that and now I'm reminded there's at least one more that would be very helpful! I almost never want to actively select and target a torpedo or fighter. With the rare exception of occasional use of seeker weapons for extra PDC coverage, I trust defensive fire to do the right thing (and I'd be pretty useless doing it myself with dumbfire, anyway). That makes "target nearest enemy" a big source of frustration sometimes, especially in pirate sectors that generate near-constant incoming torpedoes. My ability to hotkey to a target is effectively denial-of-serviced and I find myself forced to resort to searching around with the mouse (meaning no aiming in the interim) and/or going to strategy view (in the middle of the fight!) looking for my next real target. So the suggestion(s): I'd be perfectly fine with removing torpedo/fighter selection from the 'r' keybinding, but I suspect that's not universal and some people get more value out of it than I do. To that effect, one or both of these as new eligible key bindings would be fantastic: Target nearest enemy ship (not torpedo/fighter) Target *next* enemy ship (not torpedo/fighter, could follow along the strategy view list of red names)
    1 point
  3. Lore-wise, "The Event" happened ~200 years ago and nobody outside the barrier knows if anyone's alive inside the barrier--and vice versa. Resistance leaders are shocked (and thrilled) to meet an outside-the-barrier newcomer. Yet: Radar and scanners work just fine through rifts and the barrier, implying communication should function, too (blink green twice if you're alive! OK!) The same factions (with no differences) span inside and outside the barrier, including your reputation with them. They may not have spoken with an outsider for 200 years, but they know about your potato delivery in trinium space and it's much appreciated! Suggestions: Radar and deep scan should not penetrate rifts (exception: Avorion processing core? but that's a tangent) and what's behind a rift should remain mysterious. This could be a directional thing (rift one square "up" blocks you from seeing three squares "up" even if your scanner could traverse around with its range) or just a plain distance limitation. No faction inside the barrier should exist outside the barrier, too. For factions that would have spanned the barrier, the internal portion could be a new faction similar to the outside one but with "Old" in its name, e.g. I could find 'The Followers of Uexip" outside the barrier and "The Old Followers of Uexip" inside, with its own reputation. This opens up the possibility of fun "reunification" sorts of missions at some point, but that's really a tangent) The main gameplay reason for this is that, with 2.0 progression, factions crossing the barrier breaks the intent of knowledge progression. You can effectively skip Ogonite and often even Avorion knowledge just by virtue of having already increased your reputation with a faction outside. Breaking into the barrier should feel like entering a new and hostile environment, not a "welcome back" party from your good friends a few sectors ago.
    1 point
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