I'll just collect any ideas I come across in the chatroom here that don't have a thread of their own.
First up is:
AMC Projectile Size Scales with Damage Per Shot
This is really more about the look and feel of the game than anything else, at the moment larger AMC array's feel incredibly underwhelming. Imagine firing the main cannons of a Titan-Class ship, and watching lasers the size of small fighters rip through space towards the exposed core of an opposing ship. The concept is quite simple, the higher the damage per shot of the AMC array, the larger each laser/projectile is.
Custom Keymapping for the Use/Interact Key
This next one is a functionality tweak. Currently there is no way to use/interact with a block while in build mode, since hitting the R-key kicks you out of your ship. Being able map the "Use/Interact" key to a custom keybind while in build mode, and keep the eject button on R would be quite useful in my opinion.
Shield Functionality Tweaks
At the moment, I have found that shields become absurdly weak as ships pass the 800+ mass mark. If we gave shield regen rates a slight postive curve (either linear or very small exponential), and gave max shield capacity a flat or mildly exponential curve, it would greatly increase the effectiveness of larger ships. Currently, a ship with a mere 1.1k mass can easily shred through over 200k regen/sec of shields, meaning firefights between capital ships tend to be dissappointingly short-lived.
A note on the AMC/Shield Balance, in my opinion this is not a problem that can be solved by nerfing AMC's yet again. The issue with that line of thought is that you can have multiple AMC arrays, but only 1 shield cluster, meaning that I could theoretically just stack groups of AMC arrays to abuse the better returns at the start of the sqrt() curve, while the shield generator is stuck following the sqrt() curve and recieves extremely diminished returns.
Stronger Hulls
This is a fairly simple request, I think hulls are simply too weak to be worthwhile. Even hardened hulls can only withstand a shot or two from a decent AMC. Just doubling hull health would make them much more useful, and would lower the current need for much stronger shield generation capabilities.
Thats all for now, please comment with suggestions and more ideas! :O
First up is:
AMC Projectile Size Scales with Damage Per Shot
This is really more about the look and feel of the game than anything else, at the moment larger AMC array's feel incredibly underwhelming. Imagine firing the main cannons of a Titan-Class ship, and watching lasers the size of small fighters rip through space towards the exposed core of an opposing ship. The concept is quite simple, the higher the damage per shot of the AMC array, the larger each laser/projectile is.
Custom Keymapping for the Use/Interact Key
This next one is a functionality tweak. Currently there is no way to use/interact with a block while in build mode, since hitting the R-key kicks you out of your ship. Being able map the "Use/Interact" key to a custom keybind while in build mode, and keep the eject button on R would be quite useful in my opinion.
Shield Functionality Tweaks
At the moment, I have found that shields become absurdly weak as ships pass the 800+ mass mark. If we gave shield regen rates a slight postive curve (either linear or very small exponential), and gave max shield capacity a flat or mildly exponential curve, it would greatly increase the effectiveness of larger ships. Currently, a ship with a mere 1.1k mass can easily shred through over 200k regen/sec of shields, meaning firefights between capital ships tend to be dissappointingly short-lived.
A note on the AMC/Shield Balance, in my opinion this is not a problem that can be solved by nerfing AMC's yet again. The issue with that line of thought is that you can have multiple AMC arrays, but only 1 shield cluster, meaning that I could theoretically just stack groups of AMC arrays to abuse the better returns at the start of the sqrt() curve, while the shield generator is stuck following the sqrt() curve and recieves extremely diminished returns.
Stronger Hulls
This is a fairly simple request, I think hulls are simply too weak to be worthwhile. Even hardened hulls can only withstand a shot or two from a decent AMC. Just doubling hull health would make them much more useful, and would lower the current need for much stronger shield generation capabilities.
Thats all for now, please comment with suggestions and more ideas! :O