Weapons Panel Improvement

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    In a similar vein to my suggestion about multiple cameras, the Weapons Panel ("T" if you use default key setting) needs some attention.

    I (and likely you) would like to be able to:
    1. Assign a name to each individual weapon on the list -- extremely useful when you have multiple weapons with the same features/numbers, that when "rolled-over" on the hotbar will just show the name you've assigned it. (eg. BlueMissile-UpLeft)
    2. Get rid of the funky "1-step-behind" response to dragging Weapons/Systems on/off the hotbar (and relocating them on the hotbar, too.)
    3. The slaved computers need to have a roll-over feature so we can "read" what the system is from the panel, rather than guessing based on the icon or trying to remember outright.

    (4. NEED more hotbar slots for combat. 10 is waaayyyy too few.)

    I'm probably forgetting other things, but you get the idea.

    ~ee
     

    jayman38

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    I agree, except that instead of more hotbar slots, I think we need more hotbars. We'd need to accept a hotbar-switching control method, such as sacrifice two more hotbar slots, for "Y-direction" hotbar changes.

    In effect, the current hotbar
    123456789C

    would become
    1234567UDC

    Where "U" = up (one hotbar up), D = down (one hotbar down), and C = Core-beam (docking, opening/closing doors)

    This would reduce the number of available hotbar slots from 9 to 7 per hotbar, but it would only take 2 hotbars to go from 9 slots to 14! 3 Hotbars give you over 20 slots!

    Additionally, people are going to want custom keybinds to reach their favorite hotbar instantly.

    I guess we could use different buttons for switching hotbars, but with this being a pseudo-flight-sim, we are using a lot of buttons already.
     
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    (4. NEED more hotbar slots for combat. 10 is waaayyyy too few.)
    It would be nice if you could put two weapons in the same slot, and have the first weapon bound to left click and the second bound to right click.
     
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    Why not make use of a more or less mmo-like hotbar system.

    -multiple freely arrangeable hotbars (maybe even configurable in terms of length, number of columns, vertical/horizontal, etc)

    -configurable costum hotkeys for each hotbar slot (including combinations of multiple keys (shift/alt-modifier etc.))

    -make it configurable for certain bars or even slots to instantly act when triggered (so if you have currently a rapid fire cannon selected you can fire a single burst of another weapon by pressing its hotkey without deselecting the rapid fire cannons)

    -a activator-style block to add to your hotbar is already planned, but i would really love to make it configurable whether certain weapons triggered by logic fire in a straight line (as they do now) or follow your mouse aim (like the weapons you actually fire)
    So you can connect different weapons to the same slot using logic.


    Since starmade generally encourages modding and already has lua support I'm wondering if you could already make indepth changes to the user interface rather easily.
     

    Valiant70

    That crazy cyborg
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    (4. NEED more hotbar slots for combat. 10 is waaayyyy too few.)
    This is the only part I'm a little iffy about. You may need a crew member to operate some of the systems on your ship if it's getting THAT complicated.
     
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    You may need a crew member to operate some of the systems on your ship if it's getting THAT complicated.
    Well, that is both funny and true. But I find that I prefer to have each Missile output independent and not grouped together on one computer.

    For example, I have 5 Missile weapons, 1 Ion-Beam array (group of 4), 1 Piercing Beam array (group of 2), 1 Cannon array (group of 6), a Scanner, an Ion-Defence computer, a Jump Drive, (and some Swarmer Missiles -- each independent, probably totaling 4 -- on the way) on my current project (the "Diamond-Jellyfish", which is like the Hindenburg inside). That's 11 as it is, with 4 more planned -- 15. Fifteen is not a lot more than ten, but no one wants to have to open the T-panel in combat and swap computers, which is what would have to happen. Yes, I could "turn-on" the Ion computer and remove it from the hotbar while it remains active; I could remove the Jump Drive, or even the scanner (not generally advisable for all youz on PvP servers.) But doesn't everyone want to see ALL their systems on the hotbar?

    [Note: many of these weapons are experimental: Let's see what happens when I do this... and are therefore not optimal. And I know that most of you rely of a bevy of turrets. Well, I hate the look of turrets on my "alien" looking designs, so no "the weapons are doing their thing without my direct control" for me.]

    Even 20 hotbar slots would be a great improvement. I just don't understand why the number was set at merely 10 to begin with. That's really a low number. (And yes, I've played an MMORPG for many years which has a standard complement of 5 hotbars of 12 slots <and there are mods to increase those even!> , so I'm used to seeing everything I have at my disposal.)

    Is it really unreasonable to ask for/expect more hotbar slots?

    ~
     

    CyberTao

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    Well, that is both funny and true. But I find that I prefer to have each Missile output independent and not grouped together on one computer.
    Did you know there is a power penalty for having multiple outputs on 1 computer? By default, it's a 10% increase in power cost per output for each output after the 1st one. This was done because of the old waffleguns, and introduction of effects I believe, because why would you use punch/pierce if you could use 10+ outputs with absolutely no penalty?

    My only issue with adding more bars falls in with allowing ships to become more weapon heavy than they are already.
     
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    Did you know there is a power penalty for having multiple outputs on 1 computer?
    Not aware of that, no. (cf: EtherEel on the Noob-List) Even more reason for each missile to be independent; not to mention that multiple blast-radii hitting the same spot is counter-productive. It would explain why my Quad-Ion-Beam weapon (which is really big) is the a major power-vampire... Cannons, not so much of a problem, for obvious reasons.


    My only issue with adding more bars falls in with allowing ships to become more weapon heavy than they are already.
    Well, turrets have no upper limit last I checked. Do you propose setting a limit on them?

    ~
     

    CyberTao

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    Well, turrets have no upper limit last I checked. Do you propose setting a limit on them?
    Eh, personally I do think they need a limit, if nothing else it would defeat mega waffleturrets that people like to strap to homebases. But I admittedly have a very different way of play that I want to try. Sadly I need the capital ship system and some of it's mechanics to really do it.

    But for main ships and such, co-pilot seats and such with their own hotbars would probably work fine.
     
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    co-pilot seats and such with their own hotbars would probably work fine.
    Are you volunteering to be my co-pilot, CyberTao? Aww, that's sweet, but I'm on a "me-only sandbox server" right now... ;)
    [And isn't that still essentially adding more hotbar slots -- another hotbar unto itself?] Have co-pilots been invented yet?

    - - - -

    I'm all curious now as to the nature of this mysterious "different" way to play you have in mind... o_O Eccentricity is "where-it's-at-yo" in my books.
     

    CyberTao

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    [And isn't that still essentially adding more hotbar slots -- another hotbar unto itself?]
    It is adding more slots basically, but instead of having 2 people in 2 ships, it's 2 people a in bigger ship. Even outs to about the same.

    I'm all curious now as to the nature of this mysterious "different" way to play you have in mind... o_O Eccentricity is "where-it's-at-yo" in my books.
    I like the idea of modular ships and weapons, subsystems and such. Basically the main ship would be mostly armour and shields, when weapons and such being docked ships, making them more vulnerable to smaller ships. A couple of fighters could cripple a larger ship, but not kill it, and larger ships would need smaller escorts. Ideally anyways.

    The part of the capital ship system I need is the ability for blocks to reduce the movement speed of a ship, meaning it could be made so computers had that effect, causing weapons to be limited on the main ship.

    Depends on how this system works with docking and the Hyper Drive styled FTL as well. But hey, people gonna dream anyways.
     

    Winterhome

    Way gayer than originally thought.
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    The only improvement I absolutely need is the removal of turret docking ports from the weapons panel.