*Removed logistics rating mechanic*
What made you decide to remove it?
A couple of things came together. For one, even I could never remember exactly what it does, and that's so not a good sign. Also, its originally-intended job - different-sized fleets within the same logistics points investment - seemed to be awfully niche for the complexity it added. Finally, I needed to add some new widgets (for sensor stuff) to the logistics display in the lower left, and it was getting awfully cluttered.
OK, that seems like a major simplification. Sounds good at first, I hope it works out. What will the big fleet logistic indicator show now? ...Operation Time?
The space has been recycled for sensor widgets; not a pixel wasted. Well, not strictly recycled as the widget got rearranged, but you get the idea
About this zeroing in mechanic: Will the aiming be reset under certain conditions, e.g. when the target gets out of sensor range? Or does it stay optimal forever once it is?
It resets after a couple of seconds spent not firing.
"Solar Shielding" hullmod: Sounds great for specialized sun dwelling pirate gangs with that mod on every ship
Indeed.
Would it be possible to see some examples of the new logistics costs and stuff? As from how I am understanding it, it looks like we are going to be bleeding even more supplies than what we did back in .62? AND deployments are going to hurt even more
Some approximate values, off the top of my head (recovery cost is same as monthly in all cases except for Hyperion, which has a double monthly cost compared to recovery):
Tempest - 6/month
Medusa - 12/month
Eagle - 20ish/month
Paragon - 50/month
Still subject to tuning and all that.
I may or may not have asked this some time long ago, way back in the day, but are you planning on adding more missions or Events to this update, or is it strictly there for structure purposes, and you're saving that for the "content" stage?
You mean aside from the "market procurement" mission, right? Maybe a couple of missions. What I want to do - after wrapping up some more TOP SECRET stuff - is spend some time playtesting and making all the features, well... basically, making this into something resembling a game that can be played and fun. With a lot of new features, that's a significant effort. Adding a new mission or event here and there might well be a part of this process.
P.S. Also, are there any plans to make missions story driven? Or branching?
Maybe? Probably? The infrastructure supports this, so it's a question of how content creation will shape up, so I can't say one way or the other definitely right now. It does seem like it could be useful/good, though.