Misc ideas

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    I'm sure most of these have been thought up by now, but thought I'd post some.

    - Reworked docking module system. Extenders will give you points. You can dump these points into X, Y, Z so you're not stuck with a wasteful box.
    - Trash can in item menu
    - Rotatable ship-side docking module. To help customize how your ship docks, since it's currently inflexible and you usually end up with wonky results.
    - Solar panel aesthetic block. Would be a cool looking block for stations, provides power of course.
    - Faction chat mode, so you don't have to type /f everytime. Also do away with PMs and whatnot being case-sensitive. Currently, names are truncated in faction chat, which should be fixed.
    - A door opening beam module for ships. So you don't gotta get out to open the door to park in your hangar. (side note: really large plex doors are really buggy, they often fail to recognized attached pieces and cause a lot of lag when using). They probably shouldn't be completely transparent when open. Or have a variation of it like that if anyone cares.
    - SUICIDE RAMMING MODE (or more boringly, missile mode) for BOBBY. I'm sure we'd all like to have AI disintegrator cruise missiles that we can undock from motherships to unleash hell. Sure, normal missiles are powerful and better, but these would be cool. Would be nice to be able to define an initial startup direction for them so they dont crash into eachother and make a mess of your missile bay.
    - Dumb slow rockets that do high shield damage, to make light fighters more viable vs large ships. Will not require energy to use.
     
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    - I like your idea of an improved docking system, it would certainly help for ships with irregularly sized docking bays
    - A trash can would greatly help with inventory management and deleting excess materials, good idea.
    - There could be a docking module interface which allows you to modify the attributes like the point system you suggest, or the orientation and relative position of the docked ship to the module.
    - If solar panels were used only for energy production and not as storage, it could serve as a useful supplement to the current electricity system, especially if energy storage and production comprise two seperate modules in the future.
    - I also am in support of a faction chat mode.
    - Door opening beam, great idea.
    - It would be most advantaegous to have a suicide ramming mode so that enemy-seeking mines could be created.
    - Shield damaging rockets with low, or no, hull damage potential are always a good thing.
     

    schema

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    - Reworked docking module system. Extenders will give you points. You can dump these points into X, Y, Z so you\'re not stuck with a wasteful box.

    I\'m currently working on that. But without point distribution: There will be another mwthod of designing the box

    - Trash can in item menu

    I will implement that you can throw stuff into space by dragging it outside (right now you can only throw it from the hotbar with pressing backspace)

    - Rotatable ship-side docking module. To help customize how your ship docks, since it\'s currently inflexible and you usually end up with wonky results.

    yeah. Now that docking seems to work better, I get to work on that soon (orientating matrices in all direction is tedious :( )

    - Solar panel aesthetic block. Would be a cool looking block for stations, provides power of course.

    Sounds cool. The power could depend on a stations distance to a sun.

    - Faction chat mode, so you don\'t have to type /f everytime. Also do away with PMs and whatnot being case-sensitive. Currently, names are truncated in faction chat, which should be fixed.

    I\'ll make a faction chat mode you can open with shift+enter. I\'ll make it case-insensitive (if there is only one possibility of that name). Didn\'t know about the truncation in faction chat (will check on that)

    - A door opening beam module for ships. So you don\'t gotta get out to open the door to park in your hangar. (side note: really large plex doors are really buggy, they often fail to recognized attached pieces and cause a lot of lag when using). They probably shouldn\'t be completely transparent when open. Or have a variation of it like that if anyone cares.

    Door graphics will be enhanced. I also planned to use the docking beam as something that can remotely activate blocks.

    - SUICIDE RAMMING MODE (or more boringly, missile mode) for BOBBY. I\'m sure we\'d all like to have AI disintegrator cruise missiles that we can undock from motherships to unleash hell. Sure, normal missiles are powerful and better, but these would be cool. Would be nice to be able to define an initial startup direction for them so they dont crash into eachother and make a mess of your missile bay.

    Defnitely :)

    - Dumb slow rockets that do high shield damage, to make light fighters more viable vs large ships. Will not require energy to use.

    I plan on a damage-type-system and to make all weapons from that.
     
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    A few more ideas:



    - Be able to toggle permanent waypoints that you can save. The waypoint will not fade color when distance increases.

    - Ability to sort waypoints and a checkbox to turn off asteroids on your HUD

    - The ability to enable/disable all currently docked slave AI when flying (like turrets docked on your mothership)

    - Detector block for stations/planets/asteroids. It would be like a computer block, and has to be used manually (if it was on all the time that might be OP.) Will draw some station power on use, but will temporarily point out the radar signature of cloaked/jammed craft in the same sector.

    - Data computer for stations/planets/asteroids. Would have an easy central display for current power, shields, docked craft. KILL & DAMAGE COUNTER for all your turrets to see if they are doing anything for you. Maybe even a list of the most current intrusions in the sector by foreign craft.

    - Make an icon for the hotbar when you set a number key for \"undock core x.\" This might be a bug since it\'s blank when you set it currently.

    - This is controversial, but I think cores by themselves should provide a small amount of power load and regen. This would buff small ships decently, and allow for better aesthetics since you wouldn\'t need to build an ugly small reactor/cross that composes half of the ship\'s blocks.
     
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    An admin command to remove ALL of X block in X sector would be neato.

    So if you wanted to clear out all the 331s in your ship, fly it to an empty sector like 3,3,3.

    Then use something akin to:

    /removeallblocks_id 331 [sector]

    or perhaps

    /removeallblocks_id 331 [shipentity]
     
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    Yes, it would be useful to have the docking module pair with a block on the ship other than the core, so you can move it around if the docking configuration isn\'t ideal. as it is, you basically have to rebuild the ship to get different docking results.
     
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    - Disintegrator buff. Perhaps they should do 2-3x more damage vs shields, to test for balancing purposes. I don\'t believe they currently stack damage when you have multiple blocks on one missile. I was also thinking it might be cool if they have a force effect that will push the target enemy ship on contact to throw off their course a bit. Maybe stacking more disintegrators will increase the level of the force. I think increasing damage based on more disintegrators will just lead people to create OP suicide planet killing missiles.

    - Likely mentioned before, but missile speed boost based on ship inertia/speed.

    - Undocking craft while moving: It would be nice if the mothership didn\'t come to a complete stop when undocking.

    - Rebalancing of the LSHIFT \"space brake.\" Shouldn\'t be an instant stop. Decelleration should be mass/thruster dependent so that you cannot stop your 9999999mass carrier on a dime.

    - Harvester beams able to grab space loot. Or docking beams even.

    - Battery dock: Mothership draws energy from the docked entity. The idea is similar to how a fighter jet has a fuel pod that it flies around with and drops before combat to reduce weight. Maybe not, seems that small power tank clusters are virtually worthless

    - Ability to select targets via the F key, but with the crosshairs instead of the direction off the front of the ship. Would be nice to use when you\'re in freeview mode out in a distance, so you could get your turrets starting to spin around to deal with pesky pirates flanking you.

    - Server admin option to turn off or set the variable on space friction

    - Delayed hull block disintegration vs AMCs: Alright, most of you will probably think this is a terrible idea, but it just popped into my head. What if, when a hull block is destroyed, it takes a second to dissapear? Currently, most ships get swiss cheesed nearly instantly once the shields drop. This would increase survivability and nerf AMCs decently. Possibly even get people to use more than one layer of armor!



    All suggestions/comments telling me I\'m retarded are welcome.
     
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    - Separate folders to differentiate pirate mobs and trading guild mobs

    - Ability to dictate spawn rarity for each mob

    - Escalated response (sending bigger and badder ships) the more you screw with shops

    - Directional radar blocks for scanning deeper into space. Will use energy while scanning. Highlights players brightly, making finding targets for grief/PvP easier.

    - Random mineral generation block that only works when the ship is spawned as a mob. The idea is that the trade guild will have cargo ships flying around, and inside the container it can randomly generate loot if you have the guts to attack.

    - Flagship I.D. block. Very expensive. Gives you the ability to select friendly AI with the \"f\" key to have them follow you around until a threat comes into range, then they will attack. Will resume following you until the next threat is encountered or until you release them. Should increase your radar signature to make you more visible. Possibly should disable clock and jam on equipped vessel. AI ships under the command of the flagship will have an additional small icon on their radar signature for easy identification if they\'re under control or not.
     
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    - Rotatable ship-side docking module. To help customize how your ship docks, since it\'s currently inflexible and you usually end up with wonky results.


    yeah. Now that docking seems to work better, I get to work on that soon (orientating matrices in all direction is tedious :( )


    why mot make it so docking modules docks to the other docking module? the \"top\" of the one on your ship docks to the \"top\" of the target module... would be sweet to be able to set multiple modules on a single ship and assing different keys to then as well, so you can decide to dock from the left or the right of your ship... this system could even allow for chain docking of ships (try picturing cube ships docking to each others forming a massive ship!)
     
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    The threats from the shop should actually happen too and you should have a hunger and air bar and then some creatures on planets that drop food then some will also attack and you can buy food at the shop and to refill your air you can go to a planet.
     
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    Just...no. My thread has been defiled with a hunger/air suggestion. Anyways, guess I\'ll add something while replying to this \"suggestion.\"

    Radar Module - Install one of these blocks into your ship. When active on the hotbar, the game will automatically display intel on ships that enter your range, including name, faction, player inside, mass, and ally/neutral/enemy status. Consumes a small amount of energy while active.
     
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    I\'ll make a faction chat mode you can open with shift+enter. I\'ll make it case-insensitive (if there is only one possibility of that name). Didn\'t know about the truncation in faction chat (will check on that)



    -Schema


    What about having a drop-down box with options like \"global\" \"local\" and \"faction\"? Local chat would, of course, be in a radius of the player so people could talk with noobs but also not clutter up the global chat with all that noob-talk. Plus other localized chats, of course.

    It\'d also be GREAT for the server admins/owners to have access to an \"admin\" chat channel.
     
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    I like the idea of life support. As far as I\'m aware it\'s a planned feature, but don\'t quote me on that. Food and hunger is a horrible idea, however.

    I like the radar idea. Extra intel on a ship before it comes into visual range would be useful. Perhaps a counter block that can falsify the information; saying a small ship is big or a big ship is small, for example.
     
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    - Turrets/ship should adopt the same faction of mothership if they have a faction block installed.

    - Blueprints save AI settings

    - Checkbox option to automatically save all ships locally when you save them on a server

    - Kills/deaths saved server-side so they tally up. Also, the player needs to be credited for the kills their turrets get.

    - Remove the entire focused fire mechanic present in the game. Larger flak-type arrays are worthless because of this. The crosshairs should just be a vector for your shots to travel parellel along.

    - Group players in the scoreboard by faction ID. Also, list faction ID in the faction hub next to the faction name. Also have an available player list for each faction in the fction hub.

    - Stop the whole \"enter the core\" mechanic. Player astronaut should be visible at all times, just locked in position from where they activated the core. This will force intelligent cockpit design.

    - Not sure if this is possible, but if docking modules/extenders then cores were to be prioritized when loading, it would make things a lot smoother. For example, if you load up the game, and you\'re in your base, all of your turrets will be floating off into space and colliding until the docks load.

    - (BUG) Turrets currently will not fire on enemy turrets when using \"selected target\"
     
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    - Server-side settings for loot and credit drops on death.

    - Server-side variable for base missile speed.

    - A station build/core block that is used when starting a new station. It would be nice to have, then you could disable the current build block, since it\'s fairly overpowered as far as mining is concerned (for hardcore economy servers).

    - An option to log all admin commands and/or display them publicly in-game.
     
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    - Server-side option for blueprint tax. So if you want to discourage mass blueprint purchasing, you can make them cost say, 300% of the materials. Would encourage players to build their own stuff on servers with their own materials, and make storing materials more important.

    - New hull balance ideas to muse about:

    Light hull will always take at least 2 shots to kill from 100% health. Say it\'s unshielded and a 9999 damage AMC beam hits it, the hull will just deteriorate to 50%

    Heavy hull will always take at least 3 shots to kill. 100% health -> 66% health -> 33% health

    - 1.5-2.0 second startup or cooldown time for cloak and jam after it\'s turned off. Will make permacloakers not as ridiculously strong. As much as I love them, they\'re a bit OP.