few ideas - take four.

Post ideas & suggestions you have pertaining to the game here.
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Czert
Militia Lieutenant
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1. "accelerationmeter" - or something like this - it is simlpe bar or numbers which show you your accelation/deccelalaration and your actual/max speed - for simle use - to knowh if hitting gas have effect of not.
2. idea of second genarotor bring me interesing ideas - you have two reactors - one main - upgareable - acting as normal - powering your weapons, shields, repair boots....etc and secondary (upradeable too) powering only vital ships systems (life support - upgreadable to resist radiation, engines, sensors - U , computers..).
Secondary generator normaly use fuel from main reactor tanks, using own reserve fuel only in emergency cases (out of fuel for main reactor). Can reinforce power output to prevent disabling devices, but at 50% power loss.
3.please, allow to trade with nomads, I hate to be bad guy to destroy them for loot.
4. splt goods screen to more - one for military (weapons, shield, armors..etc), second for normal trade (barrels, medical stuff, ROMs..)
5. increase place for items desription, sommetimes text owerflow screen, making them unreadeable (f.e. FK shields generators).
6.make entraces to arena more visible - sometimes is hell to find them.
7. trator beam or something like this to automaticaly colect mined ore
8. sensors/devices whitch tell you if killed ship have loot or not.

Bugs
1. autons dont attack enemy bases, only flying useles around
2. in battle arena, if you win, you must dock with tower to recive congratulations, and then you can leave arena. Without docking, leaving arena is imposible.
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Lord Trogg
Miner
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About that nomad thing there is a great mod on the unofficial forums that allows you to dock with nomads. they will sell whatever they've picked up and you can sell them scrap. They will also repair your armour and will show up on the map as stations so you never lose them.
F50
Fleet Officer
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Joined: Sat Mar 11, 2006 5:25 pm

1: Don't see a reason for this. It wouldn't be that useful unless you had a similar meter for targeted ships.

2: Don't like this.

3: Modded

4. It is already sorted, I think that's good enough.

5. That is a problem with the FK *modded* generators themselves and not the mainline game.

6. there is one entrance: next to the sign.

7. I think docking works well enough though I think there was a trator mod (personally I would prefer a pressor to a tractor beam).

8. Use a WMD weapon to blow up useless ferrian wreaks.

Bugs:

1. That is something a good thing. Especially with ferrain bases. Tell them to attack it if you so desire. However, it does bug me that companions told to attack in formation don't shoot at bases (that's the only reason you would use that command!).

2. That is a good thing, you need make sure you don't leave the arena without blowing up the enemy ship.
Yugi
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F50 wrote:5. That is a problem with the FK *modded* generators themselves and not the mainline game.
Not true.
Anything that has a description that's too long will have the text overlap onto the next thing.
F50 wrote:6. there is one entrance: next to the sign.
Also not true, there are two entrances.


Anyway, most of these ideas have all been suggested recently/
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dvlenk6
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2. 'Auxillary Reactors' Thread

4. How about splitting item types on the Use Screen?
Yugi, I know it's been suggested before, sorry. :lol:

7. But you miss out on the cool new ore dockscreen then! 8)

8. I don't remember seeing a thread for sensors. There's some comments about them in this thread: 'Do You Want To Dock' Thread
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OddBob
Militia Captain
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About autons not attacking bases, sometimes they don't attack even if you TELL them to: the auton flies around the base in a cricle, trying to get a firing position - but since it is orbiting the base, the nose never points at the station and it never fires. It happens I think most often when the auton is already near the base by the time oyu tell it to attack.
F50
Fleet Officer
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Still a problem with the FK shields. There is no mainline weapon that exeeds the limit. Perhaps having the extra text disapear behind the next one would be cleaner, but I doubt George is writing the code for text-generation from scratch. Given that your case never happens outside of mods, it is not George's problem should he choose not to deal with it.
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