These are my ideas on of the core gameplay mechanics I feel could be improved drastically.
I generally feel that some of the systems in game are not very intuitive. I feel you shouldn’t need a wiki to learn a game, but rather through experimentation. So these suggestions might make progression more interesting and intuitive.
1) multi-block ship systems:
One of the more difficult systems are using secondary computers for effects. My idea is using multiple block types for computer systems.
For salvage beams:
a) focusing lenses, which determine range of the beam as well as firing point. Depending on firing direction any end point (farthest forward in a line of blocks) to be firing points. No need to make separate block columns or manually assign it (which is broken now anyway).
b) power couplers, which determine the power of the salavge beam, at a cost of taking more power
c) power supply, which determines how rapidly the beam recharges. If you have a lot, it might mean you can just click and hold and jt
Will mine indefinitely
For cannons:
a) cannon barrel, which determines accuracy, and range, as well as firing point
b) firing gage, which determines how much damage can be done
c) autoloaders, which determine loading speed
For missiles:
a) launch tube, which determine where missiles are fired from
b) warhead gage, which determine missile damage
c) warhead propulsion, which determines missile flight speed
d) missile racks, which determines firing rate, can have more missiles in storage to have back log to fire quick and large “alpha strike”
For jump drive:
a) jump capacitors, which determine the range of the jump drive
b) jump chargers, which determine recharge speed
c) jump cores, more expensive blocks which allow multiple charges to be stored in a single jump drive system
2) progression tiers
Instead of having the way progression works now, a new system which brings 10 tiers of blocks, which get exponentially more powerful each tier. But also taking much more expensive resources.
3) building improvements
While the building system is already pretty good, it could definitely see improvement. The system can be a little time consuming, and some build tools to speed up the process further would be nice
a) rotation keys
Using the system from Space Engineers is a good example, being able to rotate blocks in this way would be externals helpful
b) fill function
A quick easy way to fill instantly a 2d enclosed shape with what ever block you have selected would be beneficial
c) chain building
Like in other building games, it would be nice if you could say, good the ctr key to place blocks in a long line at a single time, would be much faster than clicking a hundred times
4) AI imrovements
It would be much more powerful and interesting to have the AI system used by From the Depths, to have smart AI be able to control massive fleets to do various tasks for players around their empires. While there are already fleets and AI’s, a much more deep and working system would be awesome. I have found that the fleet system doesn’t always work right.
I generally feel that some of the systems in game are not very intuitive. I feel you shouldn’t need a wiki to learn a game, but rather through experimentation. So these suggestions might make progression more interesting and intuitive.
1) multi-block ship systems:
One of the more difficult systems are using secondary computers for effects. My idea is using multiple block types for computer systems.
For salvage beams:
a) focusing lenses, which determine range of the beam as well as firing point. Depending on firing direction any end point (farthest forward in a line of blocks) to be firing points. No need to make separate block columns or manually assign it (which is broken now anyway).
b) power couplers, which determine the power of the salavge beam, at a cost of taking more power
c) power supply, which determines how rapidly the beam recharges. If you have a lot, it might mean you can just click and hold and jt
Will mine indefinitely
For cannons:
a) cannon barrel, which determines accuracy, and range, as well as firing point
b) firing gage, which determines how much damage can be done
c) autoloaders, which determine loading speed
For missiles:
a) launch tube, which determine where missiles are fired from
b) warhead gage, which determine missile damage
c) warhead propulsion, which determines missile flight speed
d) missile racks, which determines firing rate, can have more missiles in storage to have back log to fire quick and large “alpha strike”
For jump drive:
a) jump capacitors, which determine the range of the jump drive
b) jump chargers, which determine recharge speed
c) jump cores, more expensive blocks which allow multiple charges to be stored in a single jump drive system
2) progression tiers
Instead of having the way progression works now, a new system which brings 10 tiers of blocks, which get exponentially more powerful each tier. But also taking much more expensive resources.
3) building improvements
While the building system is already pretty good, it could definitely see improvement. The system can be a little time consuming, and some build tools to speed up the process further would be nice
a) rotation keys
Using the system from Space Engineers is a good example, being able to rotate blocks in this way would be externals helpful
b) fill function
A quick easy way to fill instantly a 2d enclosed shape with what ever block you have selected would be beneficial
c) chain building
Like in other building games, it would be nice if you could say, good the ctr key to place blocks in a long line at a single time, would be much faster than clicking a hundred times
4) AI imrovements
It would be much more powerful and interesting to have the AI system used by From the Depths, to have smart AI be able to control massive fleets to do various tasks for players around their empires. While there are already fleets and AI’s, a much more deep and working system would be awesome. I have found that the fleet system doesn’t always work right.