My biggest three I would like. 1; More creatures. Worlds seem dead of life. Parasours, Triceratops, Spiders, Raptors, and a few others that's all. Can you have more creatures like dinosaurs? Flying creatures 2; More Ore 3; More plants we can eat or make food.
More tech tree technologies- Suggestions: 1). Warp technologies Tree : https://empyriononline.com/threads/new-tech-tree-suggestions-warp-technologies.94906/ 2). Remote control tree : https://empyriononline.com/threads/new-tech-tree-suggestions-remote-control.94908/ 3). Camoflgague/electronic warfare tree: https://empyriononline.com/threads/new-tech-tree-suggestions-camoflague-electronic-warfare.94910/
1. Able to assign Hotkeys. 2. Player Drones / Mechs. 3. Improved AI pathing. They kinda dumb and cant even find doors or cave entrances!
1. Stakes & Consequences: Exploring planets and POI's don't feel "dangerous." 7 Days to Die is a great example of how dangerous it can be to explore locales, especially by yourself. Furthermore, there are settlements today where NPCs are just sitting their room reading their tablet while I steal their flat screen TV. Overall, AI could use a lot of refinement. 2. Density of Life (wildlife, enemies, aliens, NPCs, etc.): We recently landed on a very habitable but swampy planet. You'd think it would be filled with animal wildlife but it still felt lonely and empty. 3. Allow for downloaded workshop bases and ships to be included in the procedural generated algorithm. It would be cool to see Polaris, Talon, Kriel, etc. trying to shoot you down with community-created ships and bases.
1. Increase CPU points for the base (or decrease the consumption of CPU points by the BA blocks) 1 300 000 to 2 000 000. I don't want to live alone on my base! After all, this is a base or a shelter for a dog? In the game, and so there is no way to appear on a friend's ship in a sleep capsule and walk around the ship while he is flying somewhere, so you can't live together on the same base if you turn on the CPU / Volume-Mass! I want my friends to be able to settle here, and for this you need at least 6-8 production machines and about 10 storages of 320k each !!!! that already without walls and everything else = 6 * 40k = 240k CPU / 6 * 8 = 480k CPU + 37440 * 10 = ~ 370k (storages) | 480k + 370k = 850k (limit 1,300,000), 1,300,000 - 850k = 450k / Only fkng 450k on walls, on a platform for parking ships, on generators, turrets, tanks, etc. !!!!!! Yes, I know there is an unlimited core, but: 1.It is often simply turned off by server administrators. 2. The base is badly needed from the very beginning of the game, and not when everyone has already built himself 10 CV ....., no, then it is also needed, but this is no longer as critical as before. In fact, it is now easier to build a CV factory because CPU limit for a ship = 10kk, than building a useless base with a measly 1.3kk CPU!!! 2. See point 1 ↑ 3. See point 1 ↑
Need to finish retractable parts so they retract the collider as well. Would give a reason to retractable turrets and gear. I have a small CV that can fit through a double door, but if I put retractable turrets on, it no longer fits because of the phantom turrets. Even Space Engineers can retract things correctly.
1,2 and 3. Please make it so NPC's fight each other if they are hostile and respect borders depending on standing. All those beautiful ships armed to the teeth floating around doing nothing is a crying shame.
I’d love it if they added a “manage weapons” page for vessels. Mainly to check which are loaded and which aren’t. It’s irritating to have to manually load 20+ turrets on a brand new CV. Or leave a planet to realize you forgot one of the 6 different ammo types you needed to produce. Just a quick “reload all” would be nice.
If you are in the ship or near the ship (looking at it) press P. Pick the 'Main' tag and under AMMUNITION it will show you how much ammo you have for each weapon. This would be good.
Yeah - maintaining multiple ammunition types is a pain - but i suppose realistic logistics == As a refinement to the above -- how's about. You have a page - or device. where ... -- You can Assign a constructor (or use station services) -- You can assign an 'Ammunition containor' -- You can assign different ammunition types (though this is better automatically as the 'P' command knows what you need) -- you can Assign priority to those ammunition types -- You can assign a Minimum stock requirement of those ammunition types -- when you Activate a 'Restock' command/button/slider - it will try and fulfill those requirements above as long as you have the resources. and the space in your ammunition containro - and remain within range of the constuctor. -- The assigned constuctor may be on the ship or externally via wi-fi (or you use money if using station services) -- This is not that much different from the station services page (and i think lots of the functionality already exists - just not a persistant Order and restock function)
we need content and variation in the galaxy / planets (so maybe host a challenges to get 3D models to be used as planet's deco?) easy mission making tool (host a challenge to make missions?) something to facilitate PVP without breaking the game. EG something totally different.. pre-set-up battle events? Its a sure way to not have too many (big) ships around.. The outcome determines territory loss.. your faction "pays" the material costs up front. get's materials back if there's something left after battle Pick one BP as a carriership and what SVs and HVs you want to spawn on that it will spawn with ammo for SVs and HVs in a controller and it can spawn x amount of SVs and X amount of HVs (in case of planetary) that people can use in the battle. as long as one side can pay to spawn reinforment SVs/ HVs, the battle continues till either the attackers CV or the target BA or CV is defeated. winner gets(or keeps) the territory and some of the materials of the input from the losers something like that? the attackers CV should spawn far enough from the defenders to not cause lag, only a few SVs and or HVs at the same time will be in the air, while the bigger stuff still plays an important role.. Imo: CV to CV battles just dont make sense really, maybe the BAs and CVs could do something like artillery barrages.. ? The fun part is the flying/dogfighting, something like this game mode this would concentrate on/facilitate that. (challenges.. pls not just a post on the forums btw, big repetitive steam announcements; shove it in peoples faces )
A shield that is actually an elyptic bubble around our ships. Maybe you´d have to use blocks which project a perfect bubble in a certain range around it to determine the rough shape of the bubble and the game engine figures out where to connect it and round it off. This bubble should also protect outside docked ships. A fighter drone hangar. I´d even accept not being able to walk around in it but it acting like a big cargo box with hangar doors on one side from which we can see the fighters take off. New ones built by an advanced constructor would have to be droped into the hangar bay using the cargo interface. The fighters should be able to protect our cv or engage a target within our vicinity. Maybe use a few prefabs for them which players can also chuck into the factory and "hide" within the swarm, maybe using them as decoys in pvp battles? The option to scale our viewing distance on planets as i think this is one of the most impactful things in pve. Also i don´t need to see the mountains 5km away if i can only identify enemies within 1km with the detector. Knowing their rough location after a ping is enough for me. EDIT: Sorry for number 4. Split turrets into sub groups so i can change all plasma turrets to stop firing on generators on a whim without having to select each one individually so it doesn´t affect the whole turret group.
You can do this already - you can edit and change what is in a group at any time and assign each individual group orders as you like.
My Most 3 wanted features : - Allowing Keyboard shortcut to ship panel switches and signal switches (or allow adding them to ship shortcut bar) - Better axis sensitivity sliders on vessels rotations (up and down should be different for example) (and acceleration control could be great for mouse movement) - Adding amore info on workshop items in the foundry. It's painfull to check what kind of equipement a ship/base had on the BP.
A deep core Mining facility core that is craftable at level 25 with extensions to unlock past level 25. Each extension could unlock another resource that the mining facility could mine automatically without a deposit near the surface. Unlocking in order of resource by rarity.