What do YOU want for 1.09?

Post ideas & suggestions you have pertaining to the game here.
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CFG
Militia Lieutenant
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Joined: Wed Jul 30, 2008 3:05 pm
Location: Germany, NW

  • solar armor coating :D - or some other device (level ... >4) which refills the reactor much faster. I know Im insane, but I used to refill my fuel for the 1GW reactor with only one solar panel - while having a cup of coffee.
  • the ability to send commands to a targeted auton - I find it difficult to sort them once I get about 10 or more
  • ICX/longreach check for friendly targets before firing - ticket 786
  • the ability to name autons - eg "ore", "stuff for sale", ... to easier find where which stuff did go
  • a cargo summery that also covers the contents of autons
  • no more "dblldl" while mining - the dock screens reworked.
  • more mining equip (level 4+) to make mining easier - or a mining ability (which gives bonuses to finding ore). Dont know if I can make up an extension demonstrating this...
shanejfilomena
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CFG wrote:
  • solar armor coating :D - or some other device (level ... >4) which refills the reactor much faster. I know Im insane, but I used to refill my fuel for the 1GW reactor with only one solar panel - while having a cup of coffee.
  • the ability to send commands to a targeted auton - I find it difficult to sort them once I get about 10 or more
  • ICX/longreach check for friendly targets before firing - ticket 786
  • the ability to name autons - eg "ore", "stuff for sale", ... to easier find where which stuff did go
  • a cargo summery that also covers the contents of autons
  • no more "dblldl" while mining - the dock screens reworked.
  • more mining equip (level 4+) to make mining easier - or a mining ability (which gives bonuses to finding ore). Dont know if I can make up an extension demonstrating this...
Good list : BUT : i MENTIONED ONCE before to a post that while I am not fighting my fingers on my left hand do not leave A and D.
in the dockscreen you CAN simply hit the D to advance the screen to " Leave ".

Being as the Mining auton is basically " Old School " now I think adding it is cool : I have almost every version using one when I use extensions : but like the Packer they need to have the adjustments for better control ( I adjusted mine, love them all, loose them less often )

Mule AUTON : needs to get a better idea : maybe a retreat add in because it will simply sit there while a Hostile takes it apart.
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
CFG
Militia Lieutenant
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Posts: 163
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Location: Germany, NW

Its actually "dock" -> "bring abort" -> "loot" -> "loot all" -> "done" -> "leave" ... Im not using any mods/extensions/... right now.

But I really forgot two important things:
  • I want the to be able to load registered games while not signed in too (offline play). They dont even show up on the list currently - ticket 807.
  • I want to load other peoples games, not just the ones created by myself and when signed in - without editing the saved games files - they are also dont even appear on the load game screen (was trying to reproduce ticket 778)
I think these are the biggest issues Im having in 1.08b - I wont mind if they are fixed in 1.08c.
Amariithynar
Militia Commander
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Posts: 255
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Patupi wrote:One thing, there should be more indicators on your ship's info page. Number of device slots (total/used) would be nice certainly, little things like that that are tricky to figure out, especially when some devices don't use a device slot.

Another possible is a weapon that can switch which type of ammo it uses. I know launchers can, but I was thinking a cannon that switched between, say, ballistic and explosive ammo... as long as you had some of either in stock. It'd need a single keypress to switch to be helpfull (rather than 'U' + a number etc) but I think that would be a nice addition.
Multi-ammo weapon support without using the unlauncher virtual weapon thing would be awesome.
Cirevam
Commonwealth Pilot
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Posts: 87
Joined: Thu Jul 14, 2011 5:22 pm

Being able to see how much money that shops have would be useful when selling large amounts of items to them. I usually end up selling some heavy stuff for a decent price but end up being unable to sell much else because I took all of their money right there.
shanejfilomena
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Cirevam wrote:Being able to see how much money that shops have would be useful when selling large amounts of items to them. I usually end up selling some heavy stuff for a decent price but end up being unable to sell much else because I took all of their money right there.
Each station has a set amount in the bank : the only way for you to honestly make your sales easier is to off the heavy stuff and buy light stuff you can resell later or use : buying puts credits back into the " Kitty " but usually only half the original bank.
example : I rarely use the Smart Cannon ( depends on the game and the ship ), but I will take the rounds if it lets me sell a Microsaur.
( not to mention the fact I rarely carry food so the poor thing would starve :) )

Replenish amounts :
I honestly do not know if this is taken as a buy limit or not ( or maybe it is the limit on buying an item " per total value " of the items offered )
but from the Hotel's behavior I almost think so.

** Do remember that if a station gets alot of an item : or has alot already they are less likely to be interested in buying that item.
================================================
Credits in the Banks and Replenish amounts

5,000 replenish="250"
Corporate fuel depot ( not that the regular ones buy anything, I only added it because they sell )

10,000 replenish="500"
Agricultural
Commonwealth mining colony
Corporate ice farm

15,000 replenish="1250"
Tinker gathering


25,000 replenish="1250"
Corporate hotel : Randomly a Hotel will say they can not afford stuff

50,000 replenish="2500"
Commonwealth medical colony
Commonwealth settlement
tempus lab
armed Commonwealth colony
Commonwealth colony
Corporate armor dealer
Corporate arms dealer
Makayev-Energia Space Systems
Bushido merchant
Corporate auton dealer
Corporate enclave .......................( spell check says : Corporate Enclave :) )
Corporate manufacturing plant
Heretic Station
Rasiermesser Arms
Teraton factory - uses Rins, not Credits
Teraton research center - uses Rins, not Credits
Teraton trading post - uses Rins, not Credits


100,000 replenish="5000"
Commonwealth station
armed Commonwealth station
Adventurer Outfitters
Makayev manufacturing plant
Starton Eridani
Taikon Ventures ..... (Honestly should belong to the Ringers, not Corporate because they use Rins, not Credits, but All Universes has something screwy in them.)
Ringers research outpost
Rasiermesser manufacturing plant
Ringers collective - uses Rins, not Credits
Ringer shipyard - uses Rins , not Credits
Arcology of New Victoria - Normally refered to as " The Arcology " or "Biggest Headache in STK" :)

250,000 replenish="12500"
Corporate trading post
Thor's Wondrous Devices
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Patupi
Militia Lieutenant
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Posts: 123
Joined: Fri Apr 06, 2012 9:24 pm

Quick thought. Autons, some (mostly in mods) you can redock to put them back in the cargo bay. I think it would be better if all Autons could redock. However you might want a different key for it. When I play with player drones it's awkward to dock at stations when I have drone ships following me as I tend to dock to them instead. I have to tell them to wait away from the station or know which open dock point I'm using and try to get closer to it than my ships (or use 'F' to hunt for the station, that overrules others, but i keep forgetting it for some reason, plus with other ships docked nearby it often has to cycle a lot to get to the station).

A simple extra key that docks to autons, or dock command in the communication panel would work.
shanejfilomena
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Patupi wrote:Quick thought. Autons, some (mostly in mods) you can redock to put them back in the cargo bay. I think it would be better if all Autons could redock. However you might want a different key for it. When I play with player drones it's awkward to dock at stations when I have drone ships following me as I tend to dock to them instead. I have to tell them to wait away from the station or know which open dock point I'm using and try to get closer to it than my ships (or use 'F' to hunt for the station, that overrules others, but i keep forgetting it for some reason, plus with other ships docked nearby it often has to cycle a lot to get to the station).

A simple extra key that docks to autons, or dock command in the communication panel would work.
good thought : but i would point out keeping your drones away from friendlies is always a good idea: esp. if you don't want your drones to make the friendlies angry with silly shots.

The targeting of things : the further away you are the more likely you only get the station : then closer you get the ships.
If you have to cycle past alot of ships to target a station : your too close because the target rom basically can be described as taking "the most dangerous items first" ( meaning the target that can do the most damage to your ship if it was angry at you at a given range ).
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Patupi
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Hmm, didn't know that about target selection. Thanks. As to keeping wingmen/autons safe... yeah I ended doing that. Just park them over the sun on wait.... then the Ranx gun ships go by when I'm not looking and knock them over the solar system. If I don't notice that they are GONE. Lost into the depths of space, too far away to either find or communicate to 'Form up' again. Plus if they are on wait you can't just use a gate to bring them back. I once got lost looking for a ship away from a system (But I did actually have to leave the computer while I was searching, and was too far away from the solar system to accurately find it again LOL )
shanejfilomena
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Patupi wrote:Hmm, didn't know that about target selection. Thanks. As to keeping wingmen/autons safe... yeah I ended doing that. Just park them over the sun on wait.... then the Ranx gun ships go by when I'm not looking and knock them over the solar system. If I don't notice that they are GONE. Lost into the depths of space, too far away to either find or communicate to 'Form up' again. Plus if they are on wait you can't just use a gate to bring them back. I once got lost looking for a ship away from a system (But I did actually have to leave the computer while I was searching, and was too far away from the solar system to accurately find it again LOL )
Ranx Gunships LOVE autons parked on the suns :)
If you have a target ROM, you can target anything : send your battle autons to attack: ( if it is friendly call them off once they are away from the Hostiles : this is just to free them to fight, flee or just get away from ranx. ) Mules are always a problem if there is an attack because they will not try to escape : Always try to clear a path for mules or leave them on a planet until you are ready to jump then call them.
when in doubt : Q then F : disregard any messages you get : I call my autons by the squadron as I leave a system if I parked them : once you jump any alive will follow : the game will rescue an auton running from a fight if you jump ( and it has enough life left on it ).
Normally I try to park my autons on planets : a nice big blue one if I can.

my first game I tried to follow a wandering ship but lost it : I was DEEP in space but I do not remember if I ever got back or died from running out of fuel trying :) if I did it : I am sure many have by now :)
Flying Irresponsibly In Eridani......

I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
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Patupi
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Another thought. Range info in weapon descriptions. Doesn't have to be detailed (though personally I think I'd prefer it if it was) but just 'short' 'med' 'long' would work. Sometimes you spend the money for that new spangled weapon... and you can't hit the broadside of a barn unless it's a few feet from you. There are a few vanilla weapons that do mention range in their description like the Moskva 11 light turret, but far too few to be helpful.
RPC
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Location: Hmm... I'm confused. Anybody have a starmap to the Core?

Seconded. Also, It would be nice to have an option of "test driving" the weapon, but I'm sure it's not nethackish enough of a mechanic to make it into Vanilla.
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Patupi
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Now THAT is a cool idea. A pop up screen showing the weapon firing (and maybe a fake radar showing range) would show things that stats could not... like if it looks cool :)
Solar Geo
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One: Increasing the amount of credits stations have, especially from St K's onwards.

Two: More weapons and armor.

Edit: Three: Ship-type upgrades/changes (E.g. being able to by destroyer-sized or even cruisers) (Yes, there's a mod to do this, but it'd be great in Vanilla)
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Patupi
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I'd second being able to buy ships in vanilla. Plus it might be prudent to allow reactors/shields to only work on certain sizes of ships. You could stay on a smaller, more maneouverable vessel, or go with a tougher, higher powered ship, but be larger and easier to hit etc.

One other thing I remembered. In station screens could use a scroll bar. You can easily get way too much in your cargo bay and spend ages scrolling through it, or hold the down arrow down and skip straight past it. A scroll bar would help getting to a certain part of your cargo (or lower in a sales list etc).

Oh, and could there be stats for engines in the device descriptions? Either that or in your ship descriptions, letting you know what your top speed, maneouverability and thrust etc are? It'd be nice to know, especially when something is enhanced.
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