1. Repair option in shops. This would only be possible if the blueprint was created and saved prior to ship damage. In addition, each ship would require a tag that identifies the blueprint. When selecting repair, the shop uses the blueprint and repairs blocks and replaces the missing blocks. Cost depends on the type of blocks.
2. More advanced AI. It seems that the AI is not able to use defensive computers or radar jam for their benefit.
3. Weapon Master computer. For instance, you be able to link a "machine gun" (cannon linked to cannon) and rapid dumb-fire missiles to the master computer and have both fire at once. The machine gun would continue to fire while the missiles reload.
4. Smaller planets. Even with the update, planets load too slowly. Halving their size would be beneficial.
5. Hats and Taunts. Teamfortress 2 style.
6. An ability on the Galaxy menu to plot a course to nearest shop. I have had trouble finding them since the update.
7. Explain better the formula for calculating defensive bonuses. I have had a lot of trouble optimizing them. In some cases the effectiveness decreases as I add more defensive effect modules.
8. Make it so ships actually require the correct number of warp drive modules to jump. Because it is possible to jump with a computer an less than the required number of modules.
2. More advanced AI. It seems that the AI is not able to use defensive computers or radar jam for their benefit.
3. Weapon Master computer. For instance, you be able to link a "machine gun" (cannon linked to cannon) and rapid dumb-fire missiles to the master computer and have both fire at once. The machine gun would continue to fire while the missiles reload.
4. Smaller planets. Even with the update, planets load too slowly. Halving their size would be beneficial.
5. Hats and Taunts. Teamfortress 2 style.
6. An ability on the Galaxy menu to plot a course to nearest shop. I have had trouble finding them since the update.
7. Explain better the formula for calculating defensive bonuses. I have had a lot of trouble optimizing them. In some cases the effectiveness decreases as I add more defensive effect modules.
8. Make it so ships actually require the correct number of warp drive modules to jump. Because it is possible to jump with a computer an less than the required number of modules.