Fractal Softworks Forum

Starsector => Suggestions => Topic started by: Thyrork on February 07, 2019, 04:31:33 AM

Title: General Feedback / Thoughts
Post by: Thyrork on February 07, 2019, 04:31:33 AM
So I've been playing this pretty hard and doing some streaming, I got a wishlist that I tweeted Alex about and they suggested putting it up here instead of hurling it on twitter. As more ideas come to me, I will update the OP. There are other things but I think they might make good fodder for mods, or have already been solved by mods. The same could hold true for most of the below.


In no particular order:

"Move All from ship cargo" button on the storage page. Because moving piles of guns gets tiresome.
"Deploy All" button on the "order your second in command to take command." page. Because it often appears just enough that I want to send the entire fleet at them anyway, might as well make it one click.
Sort button on the fleet screen. Sort by Size (Capital, Cruiser, ...) / Type (Low, Mid, Mod Name, etc) and perhaps more.
Fleet templates Save and Load a fleet loadout from the storage screen.
Pin's on the galaxy map for making reminders.
Rename officers. Just something fun for streaming.

E: Planned and shown by Alex!
Campaign speed up (Shift) can be set to toggle in menu.

E: Tweeted as future feature.
Restore space stations from Decivilized or even rebuild abandoned ones.
Build space stations, within reason.
E: Regarding space stations and "Within reason", I figure the stabilized locations would work as a hard limit on the player. Do you want internet to check space-ebay or do you want a habitat that costs you a TON of metals, transplutonics and other materials, and the specialists to build it?
"Rumours" at space ports, especially indy and pirate ones. Point you towards pather bases (similar to the pirate ones) and treasures/dangers.
E: A bar event is planned in .9.1a for the pather base discovery, but I am also suggesting speaking to junkers down on their luck and promising you fabulous loot if you just help them out with some money.
Quicksaves between fights. Just encase the game is beginning to tank or time away from the computer is needed. Ironman would be save and quit I imagine.
Pay to have a colony be "accepted" legally to remove sat-bomb threat for good. Obviously you can still get invaded!
Change the background music at player owned colonies.
Clean up Decivilized population.
I'd also love the Govern's skills to perhaps come with a small benefit aside from unlocking access to skills, but this really is a personal taste thing and I'm pretty okay with them acting as gatekeepers to the more powerful skills in each tree.
-
When a weapon is reloading a charge and has a charge, perhaps a transparent bar to show the next charge preparing?
When at cooperative or its equivalent AND commissioned, lower the fee of using that faction's storage or even remove it?
Credit to "Avanitia". Put in custom orders at a faction you're commissioned by, allowing them to build guns and ships for you at an increased fee and a upfront cost.
This one's abit more wild: "New Game +", or rather. Retire and start again but keep your galaxy as is. Obviously this could cause problems, with stars explored and things looted a new character would be at a disadvantage, but that's the choice you'd be making to keep one permutation of the galaxy going and going and going...
Remote Survey, apart from its existing benefits, could also ping if a world has ruins on it?
If your entire fleet is defeated, but you own a colony, you return to it after "awhile" and gain a few ships drawn from your pool of designs.
Add space stations to the loadout simulation.
This idea's alittle more wild. A way to "reverse engineer" a ship. But ideally you're going to only be able to do this when you've spent some time (Say 3 or so months) or a number of battles with it. The idea being that you've learned its quirks, your engineers understand its natures and can rip it apart to fully catalog what it takes to build one.
In the end, you take a ship you've grown to depend upon, tear it apart, and now you can build more. A impressive cost when you start to consider cruisers and capitals.
-
If flying without a transponder but you're also commissioned with the faction that catches you, get a variable reply of "oh sorry sir/ma'am" depending on your positive standing and no punishment to reputation.
On the fitting screen, could the amount of OP left be made brighter if you're in the hull mods menu? Its helpful for removing vents til you can fit a mod.
In combat against space stations, or multi part ships, could it be possible to order your ships to attack a specific part of the structure?
On the doctrine loadout, the ability to completely ignore a certain archetype of ship (Such as Phase).
On the doctrine loadout, a blacklist would be handy to avoid specific guns, wings and ships.
A slight highlight on individual salvage fields. Just so you can tell them apart.
Add non-rented player using storage to the colony page.

"New" ideas.
A "random" button on naming a ship to draws again from the list.
Title: Re: General Feedback / Thoughts
Post by: Euphytose on February 07, 2019, 05:36:42 AM
All good ideas.
Title: Re: General Feedback / Thoughts
Post by: SapphireSage on February 07, 2019, 06:55:59 AM
For "Move All from ship cargo" in the settings.json (in SSDirectory/starsector-core/data/config folder) there's an option that allows you to use the Alt key to mass move objects. Its off by default, but if you enable it you can press and hold Alt to move all objects by moving the mouse over them. It makes things much easier, and I know its experimental, but its still a button that requires pressing for functionality.

Currently, though not for 0.9.1, you can get rid of decivilized by colonizing then abandoning a colony where in 0.9.1 AFAIK decivilized will stay forever even if they were 1000 people and your colony has 10,000,000 people in it with stability 10 and more than 3 times their numbers in marines.

For Quicksaving between fights I'm guessing you're talking about post-first engagement when the enemy maneuvers to re-engage? That would be nice, but potentially prone to save scumming.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 07, 2019, 09:23:28 AM
For Quicksaving between fights I'm guessing you're talking about post-first engagement when the enemy maneuvers to re-engage? That would be nice, but potentially prone to save scumming.

Yes exactly. As for save scumming, the ideal state of starsector is to play ironman anyway. What one person chooses to do is their choice but it's certainly more thrilling to take your punches as they happen.

But more usefully, as I said, it'd be good if you need to reset the client or turn off the pc/go away for awhile.

E: As for Decivilized, my own idea for a mod would be paying 1k marines, 200 supplies and 100 heavy arms to clear the debuff and replace it with "Stabilized Civilization", removing the negatives but only giving +1 pop.
Title: Re: General Feedback / Thoughts
Post by: Morbo513 on February 07, 2019, 01:15:58 PM
Quote
Campaign speed up (Shift) can be set to toggle in menu.
If there's one thing that the game needs, it's this.
Title: Re: General Feedback / Thoughts
Post by: Alex on February 08, 2019, 11:54:27 AM
Just wanted to say thank you for the feedback/suggestions; made a few notes. Also:

https://twitter.com/amosolov/status/1093960212556537856
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 08, 2019, 12:39:35 PM
Regarding space stations and "Within reason", I figure the stabilized locations would work as a hard limit on the player. Do you want internet to check space-ebay or do you want a habitat that costs you a TON of metals, transplutonics and other materials, and the specialists to build it?
Title: Re: General Feedback / Thoughts
Post by: Blothorn on February 08, 2019, 01:16:14 PM
Copying some thoughts about stations from Discord for visibility:

I don't think it makes sense for stations to work like colonies. Space is inhospitable--zero natural gravity, no atmosphere, and lots of radiation. A baseline for station hazard would thus be that of a no-atmosphere low-gravity irradiated world: 225%, I think, and no natural resources. That makes for a spectacularly poor colony location--far below the threshold I think most players are happy to colonize.

So I think that if stations were added they would have to do something unique beside colonies. I can imagine mining stations for asteroid belts, or perhaps as an alternate means of exploiting resource-rich but inhospitable planets. Orbital habitats seem more of an answer to planetary overpopulation than anything else--as long as there are not size-based population limits I don't see much point to them.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 08, 2019, 02:10:04 PM
Copying some thoughts about stations from Discord for visibility:

I don't think it makes sense for stations to work like colonies. Space is inhospitable--zero natural gravity, no atmosphere, and lots of radiation. A baseline for station hazard would thus be that of a no-atmosphere low-gravity irradiated world: 225%, I think, and no natural resources. That makes for a spectacularly poor colony location--far below the threshold I think most players are happy to colonize.

So I think that if stations were added they would have to do something unique beside colonies. I can imagine mining stations for asteroid belts, or perhaps as an alternate means of exploiting resource-rich but inhospitable planets. Orbital habitats seem more of an answer to planetary overpopulation than anything else--as long as there are not size-based population limits I don't see much point to them.

All good points, and I certainly think should be the foundation stone to which you build up a thriving space colony as you work through solutions of providing purpose, protecting from hazards and bringing comforts to the colony.

I mostly want space colonies to work because they're a sci-fi staple and I thoroughly enjoy the idea of building up a system to have a number of very focused platforms (mining exotic metals, harvesting rich gas giants for volatiles ...) or complex things coming out of those foundations (A former colony built into a resource rich asteroid becomes a primary smelter for a system which leads to it eventually producing heavy industires as it grows into ship building) depending on your own richness as a player and what investment you want to place into your colonies.

Not an easy road to walk, but perhaps a lucrative one should you persist at it.

And hey, mostly? Rule of cool. Space Colonies are cool.

//

When a weapon is reloading a charge and has a charge, perhaps a transparent bar to show the next charge?
For example:
https://i.imgur.com/eizKSfQ.png
Reloading.
https://i.imgur.com/2uQ4EtU.png
First charge.
https://i.imgur.com/d8u53S2.png
Second.

Between the first and second, perhaps have the loading bar but different to designate that a second charge is being prepared?

//

When at cooperative or its equivalent AND commissioned, lower the fee of using that faction's storage or even remove it?

//

Credit to "Avanitia". Put in custom orders at a faction you're commissioned by, allowing them to build guns and ships for you at an increased fee and a upfront cost.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 09, 2019, 01:26:09 AM
This one's abit more wild:

"New Game +", or rather. Retire and start again but keep your galaxy as is. Obviously this could cause problems, with stars explored and things looted a new character would be at a disadvantage, but that's the choice you'd be making to keep one permutation of the galaxy going and going and going...

//

Remote Survey, apart from its existing benefits, could also ping if a world has ruins on it?
Title: Re: General Feedback / Thoughts
Post by: Megas on February 09, 2019, 06:14:56 AM
I don't think it makes sense for stations to work like colonies. Space is inhospitable--zero natural gravity, no atmosphere, and lots of radiation. A baseline for station hazard would thus be that of a no-atmosphere low-gravity irradiated world: 225%, I think, and no natural resources. That makes for a spectacularly poor colony location--far below the threshold I think most players are happy to colonize.
Irradiated seems to be on planet that have been nuked (or has too much radioactive materials laying around) or those in neutron star systems.  I do not see why a station needs more hazard than a small barren moon.  Thus, the minimum hazard would be 175%, 50% for no atmosphere and 25% for gravity mod.  Add more for temperature if too close or too far for star.  That said, high hazard and few or no resources would make space station colony a bad choice.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 09, 2019, 07:00:26 AM
If your entire fleet is defeated, but you own a colony, you return to it after "awhile" and gain a few ships drawn from your pool of designs.

I don't think it makes sense for stations to work like colonies. Space is inhospitable--zero natural gravity, no atmosphere, and lots of radiation. A baseline for station hazard would thus be that of a no-atmosphere low-gravity irradiated world: 225%, I think, and no natural resources. That makes for a spectacularly poor colony location--far below the threshold I think most players are happy to colonize.
Irradiated seems to be on planet that have been nuked (or has too much radioactive materials laying around) or those in neutron star systems.  I do not see why a station needs more hazard than a small barren moon.  Thus, the minimum hazard would be 175%, 50% for no atmosphere and 25% for gravity mod.  Add more for temperature if too close or too far for star.  That said, high hazard and few or no resources would make space station colony a bad choice.

And demand the player to pick spots that work, then improve the colony to handle the hazards. Sorting out an entire world's issues might be too tall an order without domain era tech, but making a space station more livable should be a reasonable, if expensive, investment
Title: Re: General Feedback / Thoughts
Post by: Megas on February 09, 2019, 09:40:14 AM
It would be like colonizing an uninhibited core world with 100% hazard, except it would have 150% or 175% minimum.  Maybe it could have a little ore or trace organics near asteroids or volatiles in an accretion disk, but otherwise, the only reason to build a station in deep space despite high upkeep and/or few or no resources is just because the player can, not unlike building a "boyz club" colony on a star or black hole.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 09, 2019, 09:54:10 AM
Well it would also be another way to get heavy industries, patrol HQ's or refineries if you're desperate.

Could also be a good staging ground, or be used for a waystation for the outer rim.
Title: Re: General Feedback / Thoughts
Post by: Megas on February 09, 2019, 10:16:24 AM
Well it would also be another way to get heavy industries, patrol HQ's or refineries if you're desperate.

Could also be a good staging ground, or be used for a waystation for the outer rim.
Possible, but many other planets that are normally not worth colonizing are at least as good if not better.  I have passed decent non-habitables with 125% or 150% hazard and two resources because there is usually a better habitable elsewhere and nearby.

It may be fun to build a space station just because you can, but there will usually be a better or more practical alternative.

However, can a space station support a million or more inhabitants?  If not, and population cannot exceed size 3 or 4, then space station could be a way to build a temporary base that you can forget about.  You do not need to worry about it growing too big.  Just build it, use it, then dismantle it when done.  There were times I had to watch my temporary colonies frequently so they do not grow and make it impossible to abandon.  I do not think I can say how many times I had to (temporarily) remove Spaceport just to prevent the colony from growing, then rebuild it so I can repair there if I pass by.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 10, 2019, 12:13:49 AM
Add space stations to the loadout simulation.

e: This idea's alittle more wild. A way to "reverse engineer" a ship. But ideally you're going to only be able to do this when you've spent some time (Say 3 or so months) or a number of battles with it. The idea being that you've learned its quirks, your engineers understand its natures and can rip it apart to fully catalog what it takes to build one.

In the end, you take a ship you've grown to depend upon, tear it apart, and now you can build more. A impressive cost when you start to consider cruisers and capitals.
Title: Re: General Feedback / Thoughts
Post by: Plantissue on February 12, 2019, 12:47:58 PM
I think the whole simulator should be reworked so you can have fun against any multiple of any opponents.
Title: Re: General Feedback / Thoughts
Post by: Megas on February 13, 2019, 08:07:07 AM
There was a bug in a previous release where if you took a recently captured ship, gave it a configuration and go to simulator immediately after, your ally would spawn as an enemy and try to kill you.  That was a good (and funny) bug that could have easily ascended into a feature.

It would be nice to designate ships in your fleet or stock simulator as either allies or enemies.  By designating your fleet as enemies, you can fight against ships with your custom loadouts easily.
Title: Re: General Feedback / Thoughts
Post by: Cyan Leader on February 13, 2019, 10:02:26 AM
I just want to be able to simulate enemy officers, that would already go a long way to improving it.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 15, 2019, 06:18:29 AM
If flying without a transponder but you're also commissioned with the faction that catches you, get a variable reply of "oh sorry sir/ma'am" depending on your positive standing and no punishment to reputation.

Because I just want to defend you from the pirates but they'll run if they see me gods damnit!  ::)
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 20, 2019, 03:49:46 AM
On the fitting screen, could the amount of OP left be made brighter if you're in the hull mods menu? Its helpful for removing vents til you can fit a mod.

In combat against space stations, or multi part ships, could it be possible to order your ships to attack a specific part of the structure?
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 22, 2019, 02:27:58 AM
On the doctrine loadout, the ability to completely ignore a certain archetype of ship (Such as Phase) would be appreciated for those times when you don't have any good phase ships and you just want gremlins to stop spawning in your fleets. :D

E: Also, on the doctrine loadout, a blacklist would be handy to avoid specific guns, wings and ships.
Title: Re: General Feedback / Thoughts
Post by: Blothorn on February 22, 2019, 10:46:19 AM
The blacklist shouldn't be necessary IIUC; if you have any applicable hulls/weapons/wings prioritized it shouldn't use non-prioritized ones. I strongly second wanting to be able to completely ignore carriers/phase ships.
Title: Re: General Feedback / Thoughts
Post by: SCC on February 22, 2019, 11:15:01 AM
It's annoying to prioritize everything just not to have certain ships in your fleets, though, and makes it impossible to prioritize ships from "allowed" list. A blacklist would also prevent early boosts (like pirate or pather BPs) from annoying you later.
Title: Re: General Feedback / Thoughts
Post by: Megas on February 22, 2019, 02:38:25 PM
I want a blacklist feature alongside priority.  I would really like to blacklist a variety of ships, including most phase ships, burn 6 capital-sized civilians, and most of the pirate ships.  I would like to learn the pirate pack for the few good hulls they have, but I do not want to corrupt my patrols with sub-par pirate hulls.
Title: Re: General Feedback / Thoughts
Post by: Thaago on February 22, 2019, 05:55:58 PM
My two biggest wishitems that haven't been addressed so far in patch notes are 1) a blacklist for hulls/weapons (like everyone else) and 2) being able to make my own station variants. Because that sounds incredibly fun.
Title: Re: General Feedback / Thoughts
Post by: Megas on February 24, 2019, 09:23:49 AM
I just remembered the one big item on my wishlist:  Remove the type "DELETE" gate when deleting files.  With more than a few, it is so bad that I do not bother deleting files that way.  Typing delete for every last save is too much typing and time wasted.  I just wait until I get a stack, go to Windows Explorer or equivalent, sort by date, then delete a whole stack of older saves I no longer need.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 26, 2019, 02:13:26 PM
A slight highlight on individual salvage fields. Just so you can tell them apart would be nice.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on February 27, 2019, 05:12:15 AM
Non-rented player using storage to the colony page would be nice to keep track of any stuff hiding in a abandoned station somewhere.
Title: Re: General Feedback / Thoughts
Post by: Megas on February 27, 2019, 11:27:27 AM
Non-rented player using storage to the colony page would be nice to keep track of any stuff hiding in a abandoned station somewhere.
Reminds me of something tangentally related.  Better lists.  The current lists are woefully inadequate.  Item list in colony is useless because it lists all of the commodites the colony produces but almost none of the weapons and special items stored, since the commodities eat nearly all of the alloted spaces before hitting "...and more".  Similarly, after I store a bunch of ships there, only a small fraction of the ships are displayed, and it gets annoying when ship types are effectively displayed twice because some are clunkers and the rest are pristine.

Perhaps for ship types, have something like clunkers/pristine.  For example, if I have Falcons in storage, instead of and 5 Falcon (D)s taking two slots, something like 3/5 Falcons or 5/3 Falcons.  That would help squeeze more ships in the list.  Of course, this does not help items since all of them do not have degraded versions, except nanoforges.
Title: Re: General Feedback / Thoughts
Post by: Thyrork on March 13, 2019, 01:15:58 AM
Well it's been awhile, mostly because I've said what I'd love to see, but I did just realize one thing that would be cute and probably an easily done thing.

A "random" button on naming a ship to draws again from the list.
Title: Re: General Feedback / Thoughts
Post by: Serenitis on March 15, 2019, 01:22:24 AM
A "random" button on naming a ship to draws again from the list.
This would be nice. Especially if you could define that list yourself.
And double nice if you could then exceed the character limit in the same way as some existing pre-defined names.
Title: Re: General Feedback / Thoughts
Post by: Alex on March 16, 2019, 11:55:05 AM
(Noted! This is one of those things where "minor annoying UI layout issues that take longer than one might think to sort out" is the main thing standing in the way...)
Title: Re: General Feedback / Thoughts
Post by: Thyrork on March 21, 2019, 10:45:40 AM
Thank you. And the minor sounding ideas always are the worst pains. :(
Title: Re: General Feedback / Thoughts
Post by: QAF on March 29, 2019, 10:35:19 PM
Hope no one minds that I post my suggestion here instead of making a new thread. But, would it be possible to change the brackets that mark the stable locations within the intel star system map? They can blend in fairly well with the grid of the map, and become downright invisible when there are grey dust clouds. Since they're stable points within the star(s)'s hyperwave field, perhaps coloring them a similar shade of purple as the jump points would make sense lorewise? Or, perhaps simply mark them as "Stable Point" or "SP" under the exploration tab of the intel map? Or, change the square brackets to another shape? Circular or hexagonal brackets could work, the former because circles are mathematically optimal with regard to perimeter and area and all that high school math stuff, and the latter because hexagons look all cool and sci-fi-ish and because nature loves 'em too.

My preference lies towards a combo of the first and third, but I'd be happy with any change. By no means is the current state a gamebreaker, but I think it'd be a nice, little quality of life thing that others beside my self could appreciate.
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on April 17, 2019, 04:12:50 AM
It's been a long while since I've played (which was back when I modded). I'm really loving how this game has grown! Nice work, Alex. :)
It's also great that you can make the game less difficult for more casual players like myself through the settings file.

Aside from the OP's feedback, which is great, I'd love to see these things:
- It would be nice if you could instantly see on the map where your own colonies are and the ability to rename the system.
- And why stop there: Perhaps have a button on the constellations map that toggles icons next to each star, indicating what faction it belongs to.
- A way to take over planets/bases by force. If some faction keeps bothering me, I'd like to be able to put them under new management.
- A slider when creating a new game, to manipulate the amount of storms in hyperspace.

This might be a personal beef, I dunno how other people deal with this:
- An easier way to deal with Luddic terrorist attacks/find their bases. I've not played that long yet, but so far it appears to me that pirate bases are generally near the colony that they harass. And your own fleets can usually easily dispatch trespassers, so they're not that much of a bother.
Not so much the case with those crazies. The base they're launching from can pretty much be anywhere, and as far as I know, they perform sneak attacks?
Title: Re: General Feedback / Thoughts
Post by: Megas on April 17, 2019, 05:18:12 AM
Player can take over planets in a roundabout way.  Destroy their market and build a new colony over its decivilized or glassed remains.  (Disrupt their spaceport or repeatedly raid their planet until their stability reaches zero then wait some months until it decivilizes.  Repeating sat bombing works instantly, but makes most factions hostile and adds Pollution to planet if it was habitable.)

There is the Intel bug to find Pathers (which I mercilessly exploit) for the current release.  Aside from search the hard way, that is the only way to find Pather bases.  Unlike Pathers, Pirate base locations can be found by visiting bars of afflicted colonies.

Pathers are the most dangerous endgame threat because they are the only faction that can completely ignore your colony defenses and disrupt your industries (major factions must fight your patrols and beat your colony defenses to do the same), and their random base systems have big endgame strong fleets and tier 2 (low-tech) battlestations.  Pirates are #2 endgame threat for inflicting stability and accessibility debuff events regardless of colony defenses, then sending a gigantic swarm of fleets that will overwhelm smaller colonies if not stopped after a while.
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on April 19, 2019, 05:36:17 AM
Not sure if mentioned already, but it'd be nice to be able to ban the use of certain ships (and perhaps fighters/weapons) in the Doctrine section.
For example: I found the plans to the Prometheus tanker and the AI seems to like to use it, but the tanker is so slow (max burn 6) that it makes the patrols slower as well.
I'm not sure if it matters too much when it comes to AI factions fighting each other though.
Title: Re: General Feedback / Thoughts
Post by: Megas on April 19, 2019, 08:16:59 AM
Not sure if mentioned already, but it'd be nice to be able to ban the use of certain ships (and perhaps fighters/weapons) in the Doctrine section.
For example: I found the plans to the Prometheus tanker and the AI seems to like to use it, but the tanker is so slow (max burn 6) that it makes the patrols slower as well.
I'm not sure if it matters too much when it comes to AI factions fighting each other though.
Blacklisting has been a frequently requested feature.  Like you, I do not learn Atlas or Prometheus (despite wanting some) because it kills burn speed of your patrols.  Like many, I want to see some form of blacklisting to effectively forget blueprints temporarily.

It would also be handy for forcing my high-tech battlestations to use Tachyon Lances if I learn the high-tech pack after Tachyon Lance, assuming battlestations honor priority settings in the first place.
Title: Re: General Feedback / Thoughts
Post by: Alex on April 23, 2019, 12:14:51 PM
It would also be handy for forcing my high-tech battlestations to use Tachyon Lances if I learn the high-tech pack after Tachyon Lance, assuming battlestations honor priority settings in the first place.

I'm fairly sure I've mentioned this before, but: prioritizing the TL not working for that is a bug. A blacklisting feature is not necessary here, all that's needed is fixing that bug.


For example: I found the plans to the Prometheus tanker and the AI seems to like to use it, but the tanker is so slow (max burn 6) that it makes the patrols slower as well.
I'm not sure if it matters too much when it comes to AI factions fighting each other though.

Prioritizing any other tanker will do the job! But, yeah, that's also super minor. Thank you for your other feedback, btw.
Title: Re: General Feedback / Thoughts
Post by: Megas on April 23, 2019, 12:29:20 PM
@ Alex: You have mentioned that (about battlestations) before, maybe more than once.  (I know, I sound like a broken record.)  It seems like one of those "I will believe it when I see it!"  When will 0.9.1 be out?!  (I know your favorite answer of "Soon".)

Prioritizing tankers and freighters could help, but the finer points of automatic fleet design by your faction will probably be missed by those who have not source-dived or read the wiki.  How would someone not knowledgeable enough about how the game works prioritize smaller logistics ship to prevent big logistics ships from polluting patrols.  And would prioritizing a tanker and not other ships fill combat fleets full of tankers?  It probably does not, but it makes how the game assembles fleet composition look ridiculously arcane, and makes the player wonder if the game will honor priorities or not.

Also, prioritizing all ships to prevent the few sub-par hulls from appearing in my fleet is kind of clunky, especially if I really want a few ships prioritized, but do not care about most of the other ships from spawning, except for one or two bad hulls I do not want to see at any cost.
Title: Re: General Feedback / Thoughts
Post by: Alex on April 23, 2019, 12:40:31 PM
@ Alex: You have mentioned that (about battlestations) before, maybe more than once.  (I know, I sound like a broken record.)  It seems like one of those "I will believe it when I see it!"  When will 0.9.1 be out?!  (I know your favorite answer of "Soon".)

Fair enough! In the final stages of playtesting here, so - soon indeed :) Just want to get the forum squared away before then, too, this server upgrade's been a bit of trouble.

Prioritizing tankers and freighters could help, but the finer points of automatic fleet design by your faction will probably be missed by those who have not source-dived or read the wiki.  How would someone not knowledgeable enough about how the game works prioritize smaller logistics ship to prevent big logistics ships from polluting patrols.  And would prioritizing a tanker and not other ships fill combat fleets full of tankers?  It probably does not, but it makes how the game assembles fleet composition look ridiculously arcane, and makes the player wonder if the game will honor priorities or not.

Hmm - in this specific example, "prioritize a smaller ship" seems like a fairly natural solution. I see you larger point, though. My counter-point is that the finer details of fleet composition for your faction's fleets really don't matter very much mechanically, and if it's something one really cares about, then they can dive in and figure it out.

(And, no, prioritizing a tanker would not do that. That's why the "typical heavy patrol" widget is there, so you can see what the effect of your adjustments is.)
Title: Re: General Feedback / Thoughts
Post by: HELMUT on April 25, 2019, 12:32:26 PM
I would really like for the ability to target friendly ships through the battle command UI.

That little guy here :

(https://i.imgur.com/6Mb5Obd.png)

Why? Because i noticed that it's possible to send fighters to escort a targeted ally. Fighter range usually reach beyond the limit of the screen, especially for long range fighters like Thunders. Hence the wish for targeting allies from the command UI.

Technically, it's possible to do that using the "show video feed" option then manually targeting the ship, but the clunky-ness of doing it that way start to show after the twentieth time or so.


Another request would be to leave unchecked by default the "Upgrade weapons using extra OPs" option in the autofit menu. I'm fairly sure i'm not the only one being caught by surprise that way.

Title: Re: General Feedback / Thoughts
Post by: Gotcha! on April 26, 2019, 02:57:15 AM
Maybe it's an old age thing, it used to be not much of a problem, but when I play the game at night, the white screen flashes when a big ship explodes? Well, they kinda hurt my eyes.
It'd be nice if these flashes could be optional?
Title: Re: General Feedback / Thoughts
Post by: SCC on April 26, 2019, 03:26:34 AM
Go to Starsector\starsector-core\data\config, open the settings.json file, go to 84 line and change the the value after "enableShipExplosionWhiteout" to "false". That's it. It should look like so:
"enableShipExplosionWhiteout":false,
Title: Re: General Feedback / Thoughts
Post by: MesoTroniK on April 26, 2019, 03:34:20 AM
Even better?

Use the GraphicsLib mod, it also disables the whiteout while replacing the effects with something *far* better looking and less blinding. Also other visual upgrades :)
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on April 26, 2019, 04:10:04 AM
My thanks to you both! ;)
Title: Re: General Feedback / Thoughts
Post by: Vayra on April 27, 2019, 03:12:02 AM
misc. suggestions about hullmods:

1) It would be awesome if Shielded Cargo Holds set some sort of tag and the current checks for it specifically checked for that tag instead. I just had a hullmod idea that would include Shielded Holds' effect but it looks like there's no way to do that -- I could just add Shielded Holds to the ship as well, of course, but that would be a bit cluttered and redundant.

2) I don't know exactly how hullmods are applied, but would it be possible for them to check existing hullmods on the ship's isApplicableToShip's when the player attempts to apply them? Right now, if you want to make a hullmod mutually exclusive with a vanilla hullmod, your only option is adding a check that removes one of them manually. :)
Title: Re: General Feedback / Thoughts
Post by: Alex on April 27, 2019, 10:44:40 AM
1) It would be awesome if Shielded Cargo Holds set some sort of tag and the current checks for it specifically checked for that tag instead. I just had a hullmod idea that would include Shielded Holds' effect but it looks like there's no way to do that -- I could just add Shielded Holds to the ship as well, of course, but that would be a bit cluttered and redundant.

Made a note!

2) I don't know exactly how hullmods are applied, but would it be possible for them to check existing hullmods on the ship's isApplicableToShip's when the player attempts to apply them? Right now, if you want to make a hullmod mutually exclusive with a vanilla hullmod, your only option is adding a check that removes one of them manually. :)

I'm not sure what you're asking, exactly. I mean, I sort of get it, but the game already does this (i.e. if you remove a "makeshift shield generator", it'll remove shield-related hullmods, if their isApplicableToShip() returns false when shields are no longer present).

So I think what you're asking for a more generic way to mark mods as mutually exclusive that doesn't require code in every hullmod's isApplicableToShip() method - basically some way to tell vanilla mods to say they're not applicable if <some other hullmod is installed>, without having to change vanilla code - but that's not what you're asking, so I feel like I'm making a lot of assumptions to get here from there.
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on May 08, 2019, 03:58:07 AM
Some more thoughts:

- I'd love a small quality of life thing for bordering-OCD people like me who constantly want to have their inventory sorted:
Supplies and fuel could be stack-able past 1000, so my inventory isn't a constant mess as supplies/fuel are in a continuous cycle of being used up and being looted. (Perhaps have two inventory slots that are fixed to only hold supplies and fuel?)
Or have some sort of auto-sort active, so that everything gets sorted automatically when you open your inventory.

- In my experience, plasma cannons often like to fire at ships that are already destroyed, possibly because they take a moment to fire and they might have started firing a fraction of a second before the target blows up. This wastes a lot of flux.

- Targeting an enemy ship can be quite the feat when there are many fighters hovering above it. Maybe make your own fighters non-select-able? You can't command them directly anyway, so there's nothing missed. Or otherwise prioritize selecting enemies over friendlies.

- An option to clean up intel messages?

- Sphinx and Orthrus, orbiting Typhon in the Samarra system, 'clip' each other when they're close to each other. I'm not sure if it's intended or if it even matters (since the planets could pretty well be up and below one another, the benefit of 2D), but just tossing it in here.
I do wonder what the earth quakes on those two moons are like. :P
Title: Re: General Feedback / Thoughts
Post by: SapphireSage on May 08, 2019, 04:55:01 AM
- I'd love a small quality of life thing for bordering-OCD people like me who constantly want to have their inventory sorted:
Supplies and fuel could be stack-able past 1000, so my inventory isn't a constant mess as supplies/fuel are in a continuous cycle of being used up and being looted. (Perhaps have two inventory slots that are fixed to only hold supplies and fuel?)
Or have some sort of auto-sort active, so that everything gets sorted automatically when you open your inventory.

I believe the 1000 item limit is removed in 0.9.1 so everything will be stacked in the same square. In the meantime, a workaround I've been using for awhile is:
1. go to a store, or storage that will take you over 1000 of an item
2. put all of the item in question into the store/storage then click (not ctrl or shift + click) and bring back the item while it has more than 1000.

This will allow that square of commodities to carry more than 1000 and avoid supplies/fuel, for example, to take up more then one square. That item will keep that property even through save/loads and going under/over the 1000 limit as long as you do not lose the commodity(By running out or accidentally clicking it to sell/eject). It'll also work for crew and marines too.
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on May 08, 2019, 08:02:11 AM
Thanks for the heads-up, SapphireSage. :)
Title: Re: General Feedback / Thoughts
Post by: Vayra on May 08, 2019, 05:28:47 PM
So I think what you're asking for a more generic way to mark mods as mutually exclusive that doesn't require code in every hullmod's isApplicableToShip() method - basically some way to tell vanilla mods to say they're not applicable if <some other hullmod is installed>, without having to change vanilla code - but that's not what you're asking, so I feel like I'm making a lot of assumptions to get here from there.

This is exactly what I was trying to ask for, I'm just illiterate didn't think all the way through how it would work. :-X
Title: Re: General Feedback / Thoughts
Post by: SafariJohn on May 08, 2019, 06:07:16 PM
I posted something on mod-to-mod hullmod blocking a while back. Something seems questionable about it to me now, but here it is:

I think the best way to do it would be a cascading blacklist for each hullmod. By which I mean a list that blocks all the hullmods you put on it AND blocks all the hullmods that block those hullmods.

An optional whitelist would allow you to stop specific hullmods from being auto-blocked. (Even one you wrote on the blacklist if for some odd reason you needed it both ways.)

You wouldn't have to know all the possible conflicts with a cascading blacklist like I suggested. If both hullmods blacklisted the same vanilla hullmod then they would automatically blacklist each other at runtime.
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on May 09, 2019, 01:34:41 PM
Has anyone else noticed that Plasma Cannons fire at phased ships, even though none of the other weapons (that I've seen) do?
It's quite a waste of flux.
I've looked inside weapon_data.csv, but I have no idea what would be causing this. Not sure if bug.
Title: Re: General Feedback / Thoughts
Post by: Igncom1 on May 09, 2019, 01:43:07 PM
I don't know of a single non-missile weapons that doesn't fire at phase ships. And to be fair, the AI will happily try to shoot down talons with large weapons whenever there is the opportunity to do so.

Which I am personally not a fan of.
Title: Re: General Feedback / Thoughts
Post by: TaLaR on May 09, 2019, 01:53:14 PM
Shooting fighters with plasma cannon would be a 100% correct move (specifically targeting them while fighters are bunched up during approach). But AI doesn't actually do it.

As for firing at phased ships - AI will use any weapons available, just won't go significantly flux negative for it. Which is correct behavior, more or less.
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on May 10, 2019, 08:25:51 AM
To be clear: I mean they fire at ships when they're actually phased (e.g. you can't hit them).
Other weapons just hold their fire until the target unphases. Plasma cannons just keep firing regardless.
Title: Re: General Feedback / Thoughts
Post by: Thaago on May 10, 2019, 01:17:46 PM
To be clear: I mean they fire at ships when they're actually phased (e.g. you can't hit them).
Other weapons just hold their fire until the target unphases. Plasma cannons just keep firing regardless.

Other weapons also take pot shots. Does plasma fire continuously?
Title: Re: General Feedback / Thoughts
Post by: Gotcha! on May 10, 2019, 03:38:45 PM
To be clear: I mean they fire at ships when they're actually phased (e.g. you can't hit them).
Other weapons just hold their fire until the target unphases. Plasma cannons just keep firing regardless.

Other weapons also take pot shots. Does plasma fire continuously?
Yeah, you're right. I paid more attention to it today and I saw other guns firing at phased ships as well.
But as a few examples, a Tachyon Lance and Autopulse Laser did not. They just waited for the target to unphase.
So I'm confused why one weapon keeps on firing and another plays it smart.
In my experience so far, the Plasma Cannon keeps firing continuously, yes. Since it's such a flux guzzler, I wish it wouldn't do that.
Title: Re: General Feedback / Thoughts
Post by: SapphireSage on May 10, 2019, 09:48:02 PM
It could be because Tachyon Lance and Autopulse are burst type weapons and will consume atrocious amounts of flux on use with a lengthy CD? I know when Phase ships were given time-dilation abilities, ship AI was changed so that they would shoot "warning" shots at it while it was phased to keep it away. The shots were meant to not be flux intensive while persuading the phase ship to not try anything.