Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/14/23 in all areas

  1. Bases are a pain in the neck to destroy even in the early game because they are so much more powerful in shield and hull compared to ships. While it's understandable, as they are stationary, large, and expensive, it makes wiping out an enemy faction tedious, time consuming, and somewhat boring (especially as destroying a station doesn't impact the faction into begging for ceasefire... if it did, then that would be different). I suggest the creation of "siege weapon" systems -large 3-6 slot weapons with devastating damage, long reload, no seeking/tracking, and no movement (only aimed down a ship's length). Such weapons would make attacking a faction's stations more efficient while being nearly impossible to use in combat against ships and requiring ships designed around handling their weight and recoil as a balance. ...not to mention... the explosions from them would just be fun -especially in asteroid fields
    1 point
  2. So whenever we attack a single enemy vessel and we have an obscure amount of turrets on one ship, have the gpu take over that math to break down and generate loot efficiently and effectively. Dyson sphere program in the next update is going to do the same. the sort of math the gpu also can do will be moved to the gpu to help the cpu by lightening the workload and take over heavier math tasks that otherwise tanks the performance and framerate. so for me who has 100's of turrets on my ridiculous ship, have the gpu math out that targeted ship to boost performance. It's like ubi did with AC odyssey to valhalla. Odyssey could even use up a 12 core thread ripper due to the amount of people and other physucs, but valhalla moved that over to the gpu thanks to DX12. Made any gpu tank, but the game is already graphically demanding. this game is not so much on graphics, so it has quite a reserve on gpu calculations.
    1 point
  3. I'm requesting that factory production not be tied to the max limit of one item being hit, halting the entire line of products. Some products are vital to other factories while others are not and they hold up ALL factories in that line of production because one item hits its max limit, and automation becomes a pipe dream. Logic would suggest that production at that factory for that one item simply stop as the others are allowed to continue. Thank you for your consideration.
    1 point
  4. A block or tool to design widgets to ships with editable animations. Examples: -Spinning Radar receivers -raising, lowering arms -blocks that adjust once a certain speed threshold or energy level is reached -strobing blocks
    1 point
  5. Allow me to preface by saying I enjoy the combat in the game. Now with that out of the way, there have been a number of times that I have jumped away from combat having taken massive amounts of damage (same for enemy ships, too), and I can't help thinking: "Man it's fortunate you can't take damage to systems"....but that... actually sounds kinda cool, in a way... The actual suggestion: System damage in combat Say there was a chat box on the lower right for crew updates... and in combat, when your ship takes hull damage, there is a chance for a system -like main thrusters, maneuvering thrusters, targeting, weapons, navigation - to go offline for 3 seconds to multiple minutes depending on how heavy the damage is and how much actual armor your craft has in its build (with ships that have no armor or light armor-to-volume ratio in the design being impacted more heavily than ships with a lot of armor-to-volume-ratio in the design). I think it would be incredibly interesting to be in a fight and see "Our engines took damage! Thrusters at 50%!", or, "That blast knocked out navigation! We need 60 seconds to get our jump drives back online!". Similarly, I'd be just elated to see, "Captain! Weapons reports we knocked out their engines! They're a sitting duck!" Suggestion second part: Crew Deaths in combat In a similar vein, I'd like to see crew able to die when the hull takes damage. I'd like my ship to limp into a system heavily damaged and running on a skeleton crew, having to take on new recruits. Something that makes taking that earlier damage meaningful, even in a small way. The notification of, "Hull breach! We just lost some crewmen!", or "That blast took out some of our gunners!", or even, "Captain, we're losing too many people, get us out of here!", would add just that much more to combat. Suggestion part 3: Option to Surrender I'd also like some way of trying to admit defeat in a fight (against human ships, of course). A way of broadcasting a surrender signal that might be accepted if you pay them off with money/cargo, might result in you being sent to the nearest system with your crew but no ship, or might result in a double-cross where they take your money and kill you anyways. I just think even being able to have that option would add more to the flavor of the game itself: Not all fights are to the death, you can try to run, or surrender to save a good ship and crew -and the NPC ships can do the same. Anyways.. those are my suggestions.
    1 point
  6. Imagine this scenario…you've spent hours upon hours building up relations with an NPC faction, to finally get it to “Admired” status. You've just finished fending off attack waves of both Xsotan and pirates from one of their sectors, so you call in your salvaging ship to clean up the mess. While that's being taken care of, you decide to do some business with some of the shops in the sector. After all, the faction loves you now, so you can get some good prices. While perusing the wares, you notice a message that their relations toward you is dropping, FAST. In literally only a matter of seconds, all those hours of work have been completely destroyed. This is what happens, frequently, as a result of accidental friendly fire. It can happen from any long-range weapon shooting at an enemy, and a friendly happens to be in the way. It can happen from a piece of wreckage that happens to be close-by to a friendly, as your salvage ship or fighters try to get to it…the really frustrating part of that one, is that the salvage lasers don't even do any damage to the friendly, as long as they have shields, so what the heck are they getting so angry about? On top of that, if the wreckage is so close to the friendly as to be within their shields (such that the salvage lasers couldn't possibly get to it, ever), the AI doesn't know that, and will continue to fire away, angering the NPC faction even more (despite that no damage is actually being done to them). The frequency of these occurrences, and the amount of time destroyed with every occurrence, make for an absolutely infuriating experience. Because it is stupid, there's no good reason for it, and there is virtually nothing you can do to prevent it. Because even if you immediately do know what's causing it (and most often you don't), you still can't react fast enough to prevent a MASSIVE hit to your relations with the NPC faction. This is so rage-inducing, as to cause people to stop playing entirely. I for one, on more than one occasion, have quit the game because of this…not permanently, because I still have faith in the future of this game…but when I've come back, I've started a new save-file rather than trying to repair the damage caused by such a stupid incident. I'm sure many people have actually perma-quit because of it, and you don't hear about it because why would they waste even more of their time coming here to complain about it? There are such easy ways to fix this. 1. You can make it so that relations penalties only occur if a shot hits the INTENDED target. ie., if someone else is caught in the crossfire, they don't get pissed at you for it because you weren't actually shooting at THEM. 2. Only incur a relations hit if they actually take DAMAGE. ie., salvage and mining lasers do NOTHING to shields, so why would someone get mad at you for a mining laser doing absolutely nothing to them?? That's like someone getting angry at a declawed cat for swatting furiously at their steel-toed army boot. 3. I have suggested this SO many times before…improve the targeting AI, so that it checks the firing arc of a weapon BEFORE it fires, to see if the path is blocked by a friendly. If there's a friendly obstructing your shot, DON'T FIRE. You have no idea how many times I've considered just not playing anymore, until this gets fixed.
    1 point
  7. I'm requesting that Bio Gas production is not just a fixed number that comes with the animals, but is given functionality of its own, derived from the animals, and their size. As it stands, if buyers come and don't get the animals, but just simply go after the Bio Gas, or don't come at all, the ONLY way to fix the situation temporarily is to dump the animals so more Bio Gas is created, which is a real problem. If you've ever passed by or lived on a farm, you KNOW that Bio Gas is being generated "non stop" by these animals. Unless of course you turn the animals into food. 😜 Plus there is the issue with Bio Gas that it's a very small quantity that is given per animal. The animals should be producing the Bio Gas on a constant basis, not simply assigned a fixed number. It causes a huge production bottleneck that has to be corrected manually on a continual basis. Thank you for your consideration. I love the game, I look forward to new functionality and improvements. And of course, hoping you consider my request.🙂
    1 point
  8. The problem: Military missions -for me- are fun... but problematic. 1) You will be attacked by the enemy faction in the mission. This is expected, BUT 1a) Any act against the enemy ships drops your relations -despite them attacking you as default 1b) NOT attacking them can still get your ship destroyed, and even if you survive it, you fail the mission and get no reward 1c) Completing the mission will result in a declaration of war from the faction 2) The rewards for the mission are far outweighed by the costs 2a) Your ships and stations may be attacked by the enemy faction 2b) Any suing for peace will cost several fold what you gained form the mission reward 2c) The faction you assisted does not increase beyond "excellent" relations nor offer you any greater compensation for the war in which you are now part 2d) The faction you assisted may cease hostilities with the faction you are now at war with, without negotiating anything on your behalf The suggestion: add in a way for the player to finish the mission successfully without impacting relations to the enemy faction. The easiest way is to add the following to the mission text: "If you accept this mission, as soon as your ship(s) enter the system, our ships will activate a powerful jamming device to prevent any transmissions from exiting the system.. As long as one of our ships survives, all of theirs are destroyed, and you finish within the time frame, the enemy faction will never know of your involvement" Then, add in a code to the mission for "is number of friendly ships>0, y/n?", and "is number of enemy ships <1, y/n?" such that if both are "yes" when the mission is concluded, you complete the mission clandestinely with no faction relation penalty, and if either is "no", you take full penalty for destroying the faction's ships.
    1 point
  9. So I raided an enemy system... as I did, an NPC faction I had very good relations with also attacked. All but one of their ships was destroyed -the last one being severely damaged. Then, while we started hitting their station, it started attacking the exact same station -zipping around, darting in and out... and right in front of all my ships' guns... and getting itself blown up... and reducing my level with that faction by HALF. needless to say... this was incredibly annoying... would have been nice to have some way of requesting they depart, or attack a different target in order to avoid that result. Edit: That faction sent in another wave of ships and again went after the station we were attacking... now I'm at war with what was once a friendly faction....this sort of device is SORELY needed...
    1 point
  10. Damage to Crew would also be interesting to have specialised / inhumane weapons that are designed to leave the ship more or less intact, but kill the crew, making it easier to take over the ship via boarding.
    1 point
  11. Hey Xtreme, the game is released through Steam: http://steamcommunity.com/app/445220 You need to register there to get an account and then you can buy the game there.
    1 point
×
×
  • Create New...