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Suggestions / List of minor improvements for major increase in quality
« on: September 03, 2022, 12:46:14 AM »
There are a couple of quality of life issues in the current game that have annoyed me a few too many times. Fixing these shouldn't be too difficult but will improve playability quite a lot
Asteroids interrupting the burn-in sequence at the beginning of combat. In normal fights it is a minor inconvenience. But in pursuit battles, it makes the difference between successful pursuit and the targets getting away. So why does this feature even exist? It's not like asteroids impacting on armor do that much damage anyway.
Setting course to a (uncharted) starsystem (i.e. right-click on a star in the map) appears to consistently target the jump point / gravity well that is furthest away from the player's fleet, resulting in unnecessary fuel use and wasted playtime. Why does this happen?
Slipstreams disappear too often. They currently vanish 2x a year, but IMHO that should be no more than 1x a year. Too many times I've seen a slipstream and thought "hey, that will be useful for my return trip" only for it to disappear by the time I'm ready to go back.
Contact bounties target star systems, but do not point to a specific location within that star system, unlike public bounties. This can and does lead to needle-in-a-haystack scenarios. And yes I know that the time limit on the bounty doesn't expire once you've entered the system. Don't ask me how I found out. The point is that I shouldn't have needed to find out about that.
The command view in combat shows ship sprites always pointing up, with a tiny green arrow indicating the orientation of the ship. Can we please just have the ship sprites rotated instead? That would make the information much more readily apparent. In fact, the command view could use a number of touch-ups like this.
Speaking of commands: we need a way for orders to apply only to ships specifically assigned to them. Because automatic assignment of ships to orders causes more headaches than it solves. For example, if I want to order one ship to engage one particular target, that may lead to half the rest of my fleet also deciding that they should engage that target. Or, if I tell a Frigate to escort a bigger ship and then that Frigate dies, instead of the order disappearing some other Frigate might assign itself to that escort job. Which is usually not what I want.
Ship AI target selection. Best I can tell, in the absence of engage/eliminate orders, ships will tend to target the nearest enemy. Which is an overly simplistic rule that causes a lot of obvious suboptimal behavior. Most notably, slow ships attempting to chase fast Frigates; or ships with hardpoint weapons constantly rotating back-and-forth between two targets without ever properly lining up with one of them; or ships disengaging from an almost-dead target because a random different enemy suddenly became marginally more proximate. I know AI programming is difficult, but as far that goes, improving this particular behavior is low-hanging fruit in terms of the potential benefits.
Also I need to mention S-mods. A complicated topic, but I bring it up because the current state of affairs isn't quite ideal. The thing is, IMHO a large number of ships are so OP-starved that having 2-3 build-in hullmods is essential to make their loadouts work. Consequently, instead of of S-mods being an occasional bonus on a prominent ship, they end up being a mandatory storypoint sink for a large portion of your fleet. The easy fix would be implementing a way to get build-in hull mods with credits instead of SP. But that is boring. Instead, I would propose a method for your own Heavy Industry to construct custom variants of blueprints that have a specific hullmod build-in. And the creation of those blueprint variants could require storypoints. So for example: for 1 Storypoint, you can edit a Hammerhead blueprint to have build-in Hardened Shields. This approach would also fix the issue where S-modded ships are irrepleacable when lost in combat, forcing their recovery instead of building a new one with Heavy Industry.
Oh, and speaking of blueprints: please implement a way to buy or otherwise acquire blueprints from factions. Some non-hostile alternative to repeated raiding.
Asteroids interrupting the burn-in sequence at the beginning of combat. In normal fights it is a minor inconvenience. But in pursuit battles, it makes the difference between successful pursuit and the targets getting away. So why does this feature even exist? It's not like asteroids impacting on armor do that much damage anyway.
Setting course to a (uncharted) starsystem (i.e. right-click on a star in the map) appears to consistently target the jump point / gravity well that is furthest away from the player's fleet, resulting in unnecessary fuel use and wasted playtime. Why does this happen?
Slipstreams disappear too often. They currently vanish 2x a year, but IMHO that should be no more than 1x a year. Too many times I've seen a slipstream and thought "hey, that will be useful for my return trip" only for it to disappear by the time I'm ready to go back.
Contact bounties target star systems, but do not point to a specific location within that star system, unlike public bounties. This can and does lead to needle-in-a-haystack scenarios. And yes I know that the time limit on the bounty doesn't expire once you've entered the system. Don't ask me how I found out. The point is that I shouldn't have needed to find out about that.
The command view in combat shows ship sprites always pointing up, with a tiny green arrow indicating the orientation of the ship. Can we please just have the ship sprites rotated instead? That would make the information much more readily apparent. In fact, the command view could use a number of touch-ups like this.
Speaking of commands: we need a way for orders to apply only to ships specifically assigned to them. Because automatic assignment of ships to orders causes more headaches than it solves. For example, if I want to order one ship to engage one particular target, that may lead to half the rest of my fleet also deciding that they should engage that target. Or, if I tell a Frigate to escort a bigger ship and then that Frigate dies, instead of the order disappearing some other Frigate might assign itself to that escort job. Which is usually not what I want.
Ship AI target selection. Best I can tell, in the absence of engage/eliminate orders, ships will tend to target the nearest enemy. Which is an overly simplistic rule that causes a lot of obvious suboptimal behavior. Most notably, slow ships attempting to chase fast Frigates; or ships with hardpoint weapons constantly rotating back-and-forth between two targets without ever properly lining up with one of them; or ships disengaging from an almost-dead target because a random different enemy suddenly became marginally more proximate. I know AI programming is difficult, but as far that goes, improving this particular behavior is low-hanging fruit in terms of the potential benefits.
Also I need to mention S-mods. A complicated topic, but I bring it up because the current state of affairs isn't quite ideal. The thing is, IMHO a large number of ships are so OP-starved that having 2-3 build-in hullmods is essential to make their loadouts work. Consequently, instead of of S-mods being an occasional bonus on a prominent ship, they end up being a mandatory storypoint sink for a large portion of your fleet. The easy fix would be implementing a way to get build-in hull mods with credits instead of SP. But that is boring. Instead, I would propose a method for your own Heavy Industry to construct custom variants of blueprints that have a specific hullmod build-in. And the creation of those blueprint variants could require storypoints. So for example: for 1 Storypoint, you can edit a Hammerhead blueprint to have build-in Hardened Shields. This approach would also fix the issue where S-modded ships are irrepleacable when lost in combat, forcing their recovery instead of building a new one with Heavy Industry.
Oh, and speaking of blueprints: please implement a way to buy or otherwise acquire blueprints from factions. Some non-hostile alternative to repeated raiding.