Quality of Life stuff 8.2018

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    Color icon next to player names in F1 player list showing if they're neutral, allied, or enemy.

    No default info galactic map server.cfg option, forcing people to scout (also hide faction HB location in faction list menu option)

    Share scanner data between allies/faction mates.

    Auto-charge ability for thrust blast by default.

    Click coords formatted in brackets in chat to set them in your nav bar.

    Please for the love of God have F to highlight an entity and ANOTHER button to SET ATTACK for your select fire turrets.

    Reactor page: show all trees when you click on their respective button, no need to have to right click the type and "view tree".

    Why would you get scanner charge speed 3 compared to scanner permanent for the same RC cost?

    Cargo and ore scanner are too expensive. make them one and cheaper. Or even just build into a higher tier scan strength upgrade.

    Thrust config apply speed chamber? Ain't nobody got the space on their ship for those chambers. If anything, 1 chamber for instant thrust speed application change, and CHEAP RC cost

    Station chambers for overpowered station buffs. Quintuple armor. Triple shields. Triple range on docked attacks. anything to make a non-HB station worth building. This probably still isn't enough. If it ends up being OP, they can be scaled back.

    Short range scanner base should be scanner strength 1, and upgradable to the higher tier scanner strengths without another chamber needing to be built.

    Sitting down (O key) on a block cures the very common de-sync often, can whatever this check does be put in the background in the code to check every 30 seconds or so?

    Option to always save a local copy of BP when saving on a server, so you don't have to save a BP twice.

    When uploading a BP, pop up a new menu (the same as the normal BP menus) instead of using a drop-down box.

    The ever-requested: Light level scale for ABM lighten mode.
     
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    I know this one would need probably o lot of time, but since you now have functional acid damage system could you adapt salvagers to use that system as well? I know salvagers were optimised muptiple times in the past and this would probably put that to vein.
    I honestly hate building grid based salvagers, but there is just no other way around it, yet. Could you please change the beam that its acid damage would be similar to cannons in a way, have an area of effect? It would be also nice to do something with left over blocks of mined asteroids.
     
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    I know this one would need probably o lot of time, but since you now have functional acid damage system could you adapt salvagers to use that system as well? I know salvagers were optimised muptiple times in the past and this would probably put that to vein.
    I honestly hate building grid based salvagers, but there is just no other way around it, yet. Could you please change the beam that its acid damage would be similar to cannons in a way, have an area of effect? It would be also nice to do something with left over blocks of mined asteroids.
    That excellent suggestion came up recently, with lots of the community agreeing.
    https://starmadedock.net/threads/acid-model-for-salvage-beams.30880/
     
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    I remmeber, when i was on test server 2 months back, getting positive answer from andy, who asked shema. But it would take more time and so wouldnt fit in weapon update. I am posting this mostly as a note, since it fits here.
     
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    This:

    Every chamber should auto-charge by default. There is nothing added to the game by making people hold down a mouse button.
    +10
    [doublepost=1533549852,1533549249][/doublepost]Trying to stay "on Topic" here: Quality of life...

    The new Salvage Beams have an over-dimensional Glare, it makes mining the last blocks and seperated sections very tedious.
    Maybe turn it down a little.
    Update: seems to be a widespread problem https://starmadedock.net/threads/turn-down-salvage-beam-intensity-a-smidge.30780/

    On the other end: Funktionality...
    Seems like Savagers are not working as well (salvage speed/tick) as before the Update, that feeling of "ya, awsome" is not there anymore.
     
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    Seems like Savagers are not working as well (salvage speed/tick) as before the Update, that feeling of "ya, awsome" is not there anymore.
    Strange mines are still awesome... Asteroids just go "pufff" !!
     
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    This:



    +10
    [doublepost=1533549852,1533549249][/doublepost]Trying to stay "on Topic" here: Quality of life...

    The new Salvage Beams have an over-dimensional Glare, it makes mining the last blocks and seperated sections very tedious.
    Maybe turn it down a little.

    On the other end: Funktionality...
    Seems like Savagers are not working as well (salvage speed/tick) as before the Update, that feeling of "ya, awsome" is not there anymore.
    8x modules in a double waffle is the way to go... for the glare just make sure you're looking through a transparent block, crystal or glass, and the bloom goes away, (you may need an air gap between the camera and the crystal.)
     
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    8x modules in a double waffle is the way to go...
    The point was that this build is just stupid and game mechanics should not force you to use this very specific one, any should perform well. Mining speed and area of effect should schale with depth and width much like cannons do. But there just wasnt any reasonable system to adapt salvagers to in the past.
     
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    The point was that this build is just stupid and game mechanics should not force you to use this very specific one, any should perform well.
    I do think salvagers should have spread, but I don't think that it's stupid for certain builds to be superior to others nor do I agree with describing that as 'forcing' people to play a certain way. In DOTA or Diablo or WoW or SoTS or Eve Online and even games like Crusader Kings and Civ and pretty much every successful game fine-tuning your build strats is a painstaking art form - so I don't think certain builds being good is 'stupid.'
     
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    I do think salvagers should have spread, but I don't think that it's stupid for certain builds to be superior to others nor do I agree with describing that as 'forcing' people to play a certain way. In DOTA or Diablo or WoW or SoTS or Eve Online and even games like Crusader Kings and Civ and pretty much every successful game fine-tuning your build strats is a painstaking art form - so I don't think certain builds being good is 'stupid.'
    Stupid is on point here, nothing else but this build works. This shoulnt be the case. I am fine if some builds are better, but this is outright something or nothing.


    One feature i would love to see is some cap on how quickly ship can speed up, stop or turn. This sound ridicilous but only now i have seen the new ship meta and its just discusting as only one playstyle is wiable. Peaple are basicly building flashlights on thrusters. Since they are so fast no cannon can hit them, so no need for armor and only other way to opose them is with same speed beamer.
    I accuse thruster of this disaster, high thrust/ mass ratio ships can instatnly stop or change direction.