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Acid

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  1. +1 for this. Disappointed to say I just had the same issue. Thanks Cepheni.
  2. I agree with this, it would be great to see damage reduction based on the strength of the shield. "Realistically" I think that makes more sense than a weak shield still blocking everything. The surface area penalty is a great idea too, right now I think shields need a bit of nerfing.
  3. Hey guys, As the title says, when I came back to collect my items after I lost my ship, I found that all my auto aim turrets had lost that quality. That was a very frustrating discovery as it took me a long time to find those specific turrets! Has anyone else experienced this? I can't find any source that says this is supposed to happen. Also, does anyone have a work around or a mod that stops this from happening? Thanks.
  4. Additional ideas: Capture/Enslavement/Recruitment of enemy crew, I can see lots of benefits from this, including selling slaves or collecting bounties on captured prisoners. Merge all sector bulletin boards into one sector-wide or faction-wide board, quite tedious finding and searching through each station. Regenerating/re-spawning asteroids. "Space Tracks" Flexible floating railways linked between two stations/tradeposts, with small cargo containers/trains shuffling back and forward. Would be a nice visual addition, as well as probably an easier way to transport products between stations rather than slow maneuvering ships. Escort missions. Drones being ejected from destroyed ships, rather than being reverted to home sector. Faction auction houses. Set up a class system for ships based on ship volumes and turret choices. Additional Feedback: Salvaging is often very annoying, the auto turrets sometimes get stuck in an unresponsive mode that I don't know how to fix, they'll keep aiming at something I can't see. In addition, it's very hard to aim at so many small blocks sometimes. Please consider overhauling this aspect, maybe make salvagers damage groups of blocks or even entire ships? Stop mining/salvaging beams resetting every time a block is destroyed. I think I've seen it posted on here already, but to re-iterate, I'm seeing a lot of turrets that don't reach the range they have displayed. Remove free-for-all looting of ships destroyed by solely by factions. BIG ISSUE! After my ship was destroyed, my ejected turrets lost their independent targeting attribute?!
  5. It will probably be best to wait until an alternative is made to freezing sectors, as that's the main issue. Ideally you would want to leave mining ships in an area to mine and generate income. Otherwise, I think a sort of "dry dock" for inactive ships would be good.
  6. I understand this, but isn't it more realistic that you would have to pay crew who are employed by you? Why else would they stay on the ship if they're not getting paid? Maybe a better option would be to implement some form of docking where a ship is declared inactive and the crew are on leave?
  7. First of all, this is a great game at such an early stage, big congrats to the dev team! Great work. I really want to see this grow into something next level, there's a really strong sense of EVE Online here mixed with a next level form of Starmade. A lot of my ideas I think should be an optional depth to the game, and shouldn't intimidate players when they want to play this game. EVE Online I think have made the mistake of blasting you with a hugely complicated interface, with endless links and requirements for everything. It's an amazing game, but I think only dedicated players really stick to that game in the short term because it's so complicated and requires a lot of investment from players. Regardless, there's a bunch of cool stuff from EVE I would like to see in this game. My point is, players should only have to put in as much as they want to get out of a game. They should never be dragged through features. So here's my list, sorry if I've suggested something already mentioned/planned: Player skills and ship specialization; leveling up player skills for certain bonuses, could be applicable to captains on a smaller scale. Ship specialization modules could be used for things such as mining or hauling, with a negative effect on things such as combat and agility. AI like to purchase effective player ship designs/manufacturing rights, shouldn't happen often, but should be really rewarding when it does. Basis for this as an AI decision should be chosen carefully. Designs could be adapted to suit faction style and colour. Corporation wars and Stock Market shares; Corporations/companies could exist within factions and have specializations in many aspects, such as manufacturing or mercenary work. There could also be a stock market where players and AI could buy low and sell high for a side profit, but obviously including the risks that come with investing. Stock prices could be heavily influenced by the corporations strength in its specialization, encouraging war as a means of driving prices up or down. AI ship generation stores and uses components from player made ships for greater depth in future ship generation. Autopilot module. Orbiting. Setting sector patrols for faction ships, as soon as there's an available alternative to freezing sectors when players are absent. AI and Player pirates can set up hyperspace nets that catch jumping ships in a radius or line of sectors so that they can be raided. Faction strength and ship availability could be determined by number of stations, rather than literally keeping track of every ship they have spawned. Destroying/controlling more stations means dwindling spawn rates and eventual halt of all new ships. Ramming specialization. Food rations for crew, shouldn't be too over the top and should be heavily influenced by difficulty. Ghost ships, holograms or false energy signatures that mislead enemies and alleviate incoming fire until a certain distance reveals them to be false. Should cost a lot of energy to sustain. Hiring mercenary ships, saves building and managing crew, but ultimately more expensive. Other feedback: I think randomly generated ships, as great as the system is, is still very limited. They're generally still way too blocky and it feels less immersive when you're flying an awesome looking ship, fighting giant or extremely elongated minecraft ships. I hope this is being improved in the future. Pirate attacks still feel like they happen too often, as well as being completely futile. They jump in, only to get annihilated Hyperspace power drain should be included in required energy in some form, as it's hard to predict how long it will take to regen when you're in a spot of trouble. More competitive AI ships, they're too slow and always far behind when it comes to ship development. Might just be my inexperience? You should have the option to repair a % of your ship, rather than having to repair it all at once. Also it currently feels too harsh in terms of resource expense right now, is it definitely using an accurate number? I find I've lost 2 hours of mining just to repair my ship from 25% hull, when I could have made the ship three times over or more with the same amount of materials! --------------------------------------------------------------------------------- That's all I have for now, I hope this is constructive. I'll add more either in an edit or further comments. Thanks so much for this game Devs, keep up the great work!
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