- Allies' deployed forces count against your deployment limit. I jumped into a massive pirates versus Diktat fight, only to find that I couldn't deploy anything but a single Sunder. Really frustrating in big fights when you're not able to help out with anything more than a small ship.
I haven't tried it, but if you increase the battle size setting from 200 to something significantly higher, this is a non-issue, yes/no? Can do it in-game. Just click Settings from the menu and then hit the settings tab at the top. Also, you can deploy your ships as the battle progresses, assuming friendly ships (including allies) are being blasted to space-dust.
- It's unclear which factions tolerate an inactive transponder and which do not. Maybe add a sentence or two to the faction description in the intel screen?
Someone posted in another thread that the Sindrian Diktat didn't care if you had your transponder on. Turned out to be not true. As far as I know, all the major factions care (ie., all except Path and Pirates).
- It's unclear where you can and can't be detected by other fleets. I'm going to guess that the sensor ping-ish lines say this, but I'm not sure. Maybe add a pop-up hint at the beginning of the game?
Sensor lines show the detection range that the opposing fleet has against your fleet at any given moment. If the opposing fleet does an active scan, the lines will sweep out. If you turn off your transponder or you go dark, you will see that opposing fleets sensor lines collapse (because your sensor profile becomes smaller). This is why you have to lower your sensor profile before the detachment you are trying to sneak past does an active scan.
- It took me awhile to figure out that turning on/off a transponder took two clicks, whereas everything else on the skill bar only takes one. Everything on the skill bar should be only a single-click to activate/deactivate.
Personally I disagree on this point. I prefer it the way it is. It is critically important that you do not turn your transponder on or off by accident. Particularly if you are playing iron mode.
- Food shortages seem to be a net credit loss in most cases. Sure the rep and exp are nice, but I'd like to at least have a small profit too?
There seem to be a number of very low value trade goods in the game that serve little purpose until we get industry implemented. Maybe food is one of them, but I agree.
- The intel map gets really cluttered really quickly. Just get rid of completed events instead of keeping them on the intel map and even adding an EXTRA icon to say that the event has been finished and keeping both icons. We also don't need a little "$" sign every time we collect a bounty.
Agree 100%. The whole intel map icon thing is a bit innovative, but has not turned out too well.. yet. A little more 'how can I quickly and easily find the info I need' and a little less 'how can we make this super nifty' would be nice.
Re: Trade missions
===========================================================================================
- Most of the trade missions are a net credit loss
Not sure if it's most, but yeah, some missions expect you to deliver goods for prices that are far below the average price. I would like to eventually be able to set filter and various things, like e.g. missions. For the time being I would be happy if we just narrowed the price ranges slightly (get rid of the 100% guaranteed loss missions, and maybe curb the huge profit ones a bit).
- It takes like 3-4 clicks each direction to flip between the trade and mission screens
Yeah, I find myself flipping back and forth between them a LOT as well. Really does beg for a UI improvement here.
- Speaking of missions and travel time, there's really no way to know how long it takes to get anywhere
It's old-school, but there is actually a map size indicator in light years if you look at the intel screen (lower left). When you know your burn speed, you can estimate travel time.
- There's no way to figure out where stuff is in a destination system.
This has been brought up before. Considering we already have some full conversion mods, I have to agree that we really need this feature sooner or later. Preferably sooner. New years resolution, Alex? ;-)
===============================================================================================
The good:
===================================================================================
- Terrain implementation is fabulous.
+1
- The new ships are great. I can't believe that smuggling in a Mudskipper is actually a viable way to play.
The Mudskipper has a civilian hull, which gives it double the sensor profile of a non-civilian frigate. I would recommend Cerberus/Hound, or Mule if you go big. My current smuggling playthrough used a phase frigate and 2 mules for the first 1M$.
Nice post Kazi.