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Author Topic: General Feedback / Thoughts  (Read 13392 times)

Thyrork

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General Feedback / Thoughts
« 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.
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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.
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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.
« Last Edit: March 13, 2019, 01:16:40 AM by Thyrork »
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Euphytose

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Re: General Feedback / Thoughts
« Reply #1 on: February 07, 2019, 05:36:42 AM »

All good ideas.
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SapphireSage

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Re: General Feedback / Thoughts
« Reply #2 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.
« Last Edit: February 07, 2019, 11:11:33 PM by SapphireSage »
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Thyrork

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Re: General Feedback / Thoughts
« Reply #3 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.
« Last Edit: February 07, 2019, 09:28:07 AM by Thyrork »
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Morbo513

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Re: General Feedback / Thoughts
« Reply #4 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.
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Alex

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Re: General Feedback / Thoughts
« Reply #5 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
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Thyrork

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Re: General Feedback / Thoughts
« Reply #6 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?
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Blothorn

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Re: General Feedback / Thoughts
« Reply #7 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.
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Thyrork

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Re: General Feedback / Thoughts
« Reply #8 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.
« Last Edit: February 08, 2019, 02:28:29 PM by Thyrork »
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Thyrork

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Re: General Feedback / Thoughts
« Reply #9 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?
« Last Edit: February 09, 2019, 04:49:15 AM by Thyrork »
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Megas

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Re: General Feedback / Thoughts
« Reply #10 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.
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Thyrork

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Re: General Feedback / Thoughts
« Reply #11 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
« Last Edit: February 09, 2019, 07:07:50 AM by Thyrork »
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Megas

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Re: General Feedback / Thoughts
« Reply #12 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.
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Thyrork

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Re: General Feedback / Thoughts
« Reply #13 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.
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Megas

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Re: General Feedback / Thoughts
« Reply #14 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.
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