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Suggestions / QoL and fighter changes
« on: September 02, 2019, 12:36:07 PM »
I have just one QoL improvement but it is a critical one:
1) Add leave all/take all items in storage inventory screen. I have been playing this game since 2012 and inventory management has been a major issue since campaign mode was added. I am pretty sure I spend 20% of gameplay time just storing my looted weapons. No need for major inventory screen overhaul - just two simple buttons to take/buy all or leave/sell all items in currently selected category.
Fighters are annoying and drover/spark meta needs to go. Possible changes:
1) Fighters are fast, numerous, and can be as tough as some frigates. PD weapons cannot handle fighter swarms. Add a dedicated mod(or change gunnery AI) to increase damage vs fighters for PD weapons.
2) Turret AI loves to shoot at fighters from big guns. This wastes flux and opportunity to score a hit on other ships. This can be addressed with a manual priority list for weapon groups/weapons. I generally don't want my ships to use hellbores/gauss on shooting fighters.
3) Destroyed fighters leave carcass, which blocks shots. Fighters blocking shots is bad enough. It is very frustrating when a random fighter blocks a shot from a hard-hitting and slow firing weapon. But even after being destroyed their carcass still floats around and keeps blocking shots. That's just too much regenerative armor, which makes battles long.
1) Add leave all/take all items in storage inventory screen. I have been playing this game since 2012 and inventory management has been a major issue since campaign mode was added. I am pretty sure I spend 20% of gameplay time just storing my looted weapons. No need for major inventory screen overhaul - just two simple buttons to take/buy all or leave/sell all items in currently selected category.
Fighters are annoying and drover/spark meta needs to go. Possible changes:
1) Fighters are fast, numerous, and can be as tough as some frigates. PD weapons cannot handle fighter swarms. Add a dedicated mod(or change gunnery AI) to increase damage vs fighters for PD weapons.
2) Turret AI loves to shoot at fighters from big guns. This wastes flux and opportunity to score a hit on other ships. This can be addressed with a manual priority list for weapon groups/weapons. I generally don't want my ships to use hellbores/gauss on shooting fighters.
3) Destroyed fighters leave carcass, which blocks shots. Fighters blocking shots is bad enough. It is very frustrating when a random fighter blocks a shot from a hard-hitting and slow firing weapon. But even after being destroyed their carcass still floats around and keeps blocking shots. That's just too much regenerative armor, which makes battles long.