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Straybow427

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Posts posted by Straybow427

  1. It would be cool if we could design turrets based on this idea. If you have a 1 slot chain gun turret that does 1000 dps you could turn it into a turret of N slots for N guns doing N×1000 dps. The larger turrets would only require 1+¼N as many mechanical components such as servos, tubes, steel, aluminum, lead and N for ammunition and other things that might have direct bearing on dps.

  2. Perhaps require cargo shuttles for r-mining and for mining fighters without transporter tech. Minimum one size 6 cargo per slot or fighter using r-mining. Without shuttle or transporter support r-mining efficiency is reduce by half.

    Shuttles can reduce need to dock. Extend range for transfer of goods by some amount, and require transport times proportional to capacity×speed / 4×distance. Simple equation for short distance transfers (2×distance each shuttle trip, 2×distance to account for launch, approach, landing, loading/unloading each way). More complex calc for distances beyond base range (maybe 5km) would be capacity×speed / (2×distance + 2×base).

  3. Yes, I usually want to limit where my ship goes to mine or to refine. Maybe if we could choose the sectors to mine or to refine, or to exclude sectors, within that range. I have no problem letting the captain decide routes and order of mining if I can restrict his choices for my own reasons.

    I'm more concerned with how my mining ships defend themselves when pirates show up. They just plod along as though nothing were happening around them. I shouldn't have to jump into the miner and take control, or issue an order to let off mining and attack if I'm in the same sector.

  4. When a design is saved it leaves off all turrets. Why so? Sure, if you copy the design for a new ship it won't have access to the same turrets. But that is only a little different from importing a design that uses blocks of a type the player doesn't have yet. The imported design substitutes for unavailable materials, substitutes hull blocks for unavailable block types, and can easily ignore turrets entirely.

    Another idea is to introduce dummy turrets that have no firepower but simply sit where the turret would be, and the player can select a turret to automatically be placed exactly there. A dummy could also be left in place when the player removes a turret to put a different turret in its place. This would be great for people who are finicky about turret placement. Not me, uh, just asking for a friend.

    At the very least, have a way of marking which turrets were on the ship. As it stands, there are only two ways to mark any inventory item: favorite or trash. When a turret is blown off a ship in combat, or when removed during a redesign in build menu, it could be marked with an identifier for the ship. The mark could be cleared manually in the same way as fav/trash, and a button could remove all marks for the ship in question from turrets in inventory in the same way as the star button marks all installed turrets as favorite.

    _____________________

    @ Rabiator

    There are two block types. One is just a turret base, the other is the locking turret base. When you get to Naonite and Xanion turrets there is no armor block available, yet turrets must be placed on equal or higher ranked material. Turret base is the strongest block in that case.

  5. Hmmm, if torpedoes can drop as loot, then we need to be able to carry torps in cargo (which would be inaccessible to launchers).

    Renaming sectors is fine, but I would like an option to always have the sector coordinates displayed. For example, if I take a screen shot of a particularly awesome turret and it says only a sector name, then I have to look up the sector name to find that turret factory again.

  6. So far I haven't found any turret factories that produce turrets beyond Titanium. They don't have Naonite designs even though they are in Naonite territory. There is no option for upgrading the material in the Titanium designs. I have a few Naonite turrets and I'd like to make more of them. I'm hesitant to commit to this by sacrificing one of my turrets for fear the factory won't be able to produce the Naonite turret.

  7. This is really a subset of a larger problem. There is a distinct lack of navigational aides in the tactical view or F9 view. There is no grid, no reference directions, no way to mark or record a location. Yes, there is a grid overlaying the strategic view, but it isn't fixed. If you drop down to tactical view and then return to strategic, it's projected from a different viewpoint. The map is typically rotated in all three axes compared to previous instance in strategic view.

     

    Similarly, orientation is never saved. When you go to the strategic sector view or the galaxy map, or the ship building workshop, then return, your ship is pointing in a different direction than when you left the tactical view.

     

    Modern combat jets have recording gear that tracks the inertial and signal location data in flight, remembers all the HUD data, etc. A whole dogfight can be reviewed moments after returning to the airfield, combining path info and HUD data with gun camera or missile camera video. We should be able to turn around and see a 3D overlay of what your ship did in combat, and it should be available for a reasonable length of time. Individual points of interest, such as claimable asteroids and wrecks should be available to save indefinitely. It would be good to have a simple button to delete everything more than X number of play hours, and a point-and-click option to pick out exceptions to preserve. Doesn't have to be high resolution, one point per km might do OK.

     

    While the player can click through all targets with the tab button, it would be nice to be able to skip asteroids and only look at artificial objects. It would also be nice to have a variable size threshold. That way it would skip over bits of debris and only pick up larger pieces, if desired.

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