Jump to content

Soulpiercer

Members
  • Posts

    5
  • Joined

  • Last visited

Posts posted by Soulpiercer

  1. is there a reason we can't pick up cargo as soon as the wreckage drops it now? it literally takes almost 5 minutes for it to let me pick it up(this is in SP too) and by the time I can, they all start disappearing

     

    If I'm not mistaken it takes 5 minutes for the loot to go "public" meaning that it stops belonging to the faction the ship was from. You CAN pick it up before that, if you change your settings to pick up items that don't belong to you, but that would be stealing. It will also brand the items as stolen and you have to unbrand or sell them at a smuggler's den.

     

    Hope that helps.

  2. I have to agree with Uthael. While a show of power is good, too much will make your player base start to hate you, possibly banding together to completely crush your faction and keeping you from makeing any kind of move against them. Either that or they just leave, and a server with no players is just pointless.

     

    Every good story needs a great antagonist. The entire galaxy banding together against one foe? That's a server I'd play on in a heartbeat.

  3. Anthing I'm able to click on the UI/HUD, I'd like to be able to hotkey.

    - Squadron "Salvage Crew", Return!

    - Weapon group 3, attack target!

    - Show me the Trading Overview, "Buy from stations" tab

    - Ctrl+F to focus the search box while on the sector map

    - etc...

     

    This includes the buttons to be implemented in the future.

    Maybe in-game macros? This way you don't need to throw it all in the Keybinds screen. I remember some from WoW, also in Lua. Very useful stuff. I had one for indetifying UI elements and I'd make further ones as "/click ThatUIElementName".

     

    Indeed, a macro system would give us a great base for adding future features to the hotkey system as well. Tough I still think that fighters should be added to the hotkey list, at least for basic commands like attack and return.

  4. Any info on how anti fighter weapons will work? Will they be a seperate kind of turret so you can have more of them than normal weapons?

     

    I would prefer if they are normal turrets. Make the use of them a choice, not something you put on all ships for free.

  5. Hello there!

     

    So having played this game a couple of hundred hours now(if you discount the many, many, hours spent just building ships in creative mode), I have a few ideas for fighter management.

     

    On management; it would be quite nice to be able to select and order the different squads using the keyboard. If I want the first squad to attack my target for instance, I could just hit Ctrl+1 for that to happen. Squad two would ofc be Ctrl+2 and so forth. Now, while fighters can do more than just attack and return, these are the two commands I've found that I use the most. So Ctrl+1 would make squad 1 attack the target, and pushing Ctrl+1 again would cause them to return to the ship. This would also mean that the squads have a numeric designation, which is going to help with my second idea:

     

    As navigation in 3D space can be quite confusing if you're dodging shots, ships, and asteroids, I've found that understanding where a specific fighter squadron is can be quite difficult. I would suggest that the first fighter in each "squad" be assigned a number, the number of the squadron, and maybe have a hexagonal or triangular shape around it(as to not confuse it with other highligted objects). Only the lead ship would really have to have this, and if the fighter is destroyed, the next ship in the list would recieve the designation instead. This would really help with understanding the battlefield at a glance(both in 3D and strategy mode), and would make multiple squadron ships much easier to control and manage.

     

    Anyhow, just my two cents. Absolutely loving playing this game in co-op with my friends. Keep up the amazing work!

     

    //Soul

×
×
  • Create New...