|9 Jan 2024
|To be worth their energy/cpu cost, I think they'd have to do something unique. But then you'd have to have all of the superheavy weapons doing something unique...
|* To be worth their energy/cpu cost, I think they'd have to do something unique. But then you'd have to have all of the superheavy weapons doing something unique, and that's a lot of unique things to come up with...
|The cpu and energy cost could always be lowered for it to be more viable
|I just think the idea of slot efficiency is an interesting thing to potentially balance around
|10 Jan 2024
|imnotdispeydoodle joined the room.
|I immediately thought of a ship-mounted orbital railgun...
|off to vilata vilalalatialala
| Also while thinking on weapons, it might be nice to have single-slot weapons that are very powerful too- for example, for many carriers (depending on the ship) if you build it with a PD that leaves one weapon slot open with a ton of CPU to spare, something to suck all that up and give the carrier player something fun to use while their fighters are doing stuff might be nice.
|that does sound very good though
| * Also while thinking on weapons, it might be nice to have single-slot weapons that are very powerful too- for example, for many carriers (depending on the ship) if you build it with a PD that leaves one weapon slot open with a ton of CPU to spare, something to suck all that up and give the carrier player something fun to use while their fighters are doing stuff might be nice.
|* that does sound very good too, you'll be popular with the dvaered bar patrons I keep meeting...
|11 Jan 2024
| the Valkyrie beam is a good example for high-end weapon balance, with adding more drawbacks for higher power weapons other than nutty CPU and cap. Something that could be done for high-penetration weaponry to offset it would be to significantly increase the heat cost of firing the weapons, since that would make ships and outfits that reduce heat that much more valued. Generally with high-reward weapons counterbalancing them with a "make your shots count" mechanic is how they're appropriately balanced in other games.
Fighter/drone hangar weight and fitting costs are solid example for balance stuff as well. In my playset I'm running the full set of systems cores including Aegis and Prometheus, and I have carriers balanced differently with the non soromid carriers having medium slot weapons outside of their hangar slots, and fill them with PD. The Peacemaker is the exception to this, as it runs a significantly higher individual hangar capacity with fewer hangars, and more weapon slots for turbolasers.
| A couple of UI suggestions:
1. When looking at items that cost matrices in Misi's shop, currently the "price" will change to show the cost in matrices instead of credits. It would be nice if the the "money" section also changed to show how many matrices you have instead of credits as well (image 1).
2. With Misi's special services menu I think it would be helpful to add a line to the dialogue that says how many matrices you currently have since you can't bring up the info menu to check during the conversation screen.
3. In the pulse scanner code minigame, would it be possible to make it so that you can also click on the letters from the list on the left to enter that letter in?
4. When looking at the Soromid ships in the shipyard the bio slots are hidden and it only shows the free slots. The issue with this is that it isn't clear how many weapons a ship might have. For example it might only show two weapon slots when in fact the ship has several built in weapons in addition to those free weapons slots. My suggestion is to also display the bio slots.
5. When using the search function, would it be possible to add all the stats and information to the ship search like it currently has with outfits? At the moment it just shows the list of ships (image 2).
|Related to 5: show the stats of the outfit or ship even if there's only a single result. Especially with ships, since their names tend to be more unique.
|yohann_82407 joined the room.
| Observation: The high CPU usage of tier 3 guns is awkward and impractical, and not reflective of the benefit gained from using them in combat vs a turret or different fixed gun.
Proposal: Significantly increase the range and speed of the shots of tier 3 guns, as well as putting them on a 45º swivel to turn them into 'sniper' projectiles to compliment the range of missile launchers they're often paired with, giving them a comfortable niche as well as some kind of technical validation for their onerous CPU needs.
|12 Jan 2024
| Another UI suggestion, would it be possible to have the ability to sort the ships you own by alphabetical order?
At the moment it appears to be based on the value and as a result my ships frequently end up moving around when I make changes to their loadout
|by name you gave the ship, or by name of the ship class?
|seems like sorting by broad type (fighter, cruiser, etc) would also be useful
|I was thinking the name you gave it but ship class could work as well. For me, I just want it so that the ships don't keep moving around in the list as frequently.
|i wouldn't remember the names, so id prefer by type or class
|but there could be a widget to sort by whatever you want
|13 Jan 2024
|Changed it so it sorts on "fleet capacity" or points for now. Would like to give it a widget to customize the order in the future though.
|sometimes when you board a derelict you find the crew or whatever that offers your a mission to take them to a specific location. however the yes/no prompt blocks you from pulling up the map and seeing the indicator mark so you know where it is. I think it's really nice if the player always has the ability to consult the map when choosing to accept a mission which specifies openly a destination.