I like the idea of tele upgrades but I think just make the antenna a device that extends range. Run a couple of tiers like cpu.
Calculation of a serie of waypoints for a destination in the galaxy map, PLEASE ! Calculation of shortest waypoint routes for a destination in the galaxy map, according to these factors: 1) teleporters which are at your disposal 2) stars which are the shortest points towards the final destination. Because of the 30 LY limit, such a plotting would be highly welcome, the graphical representation should be shematical denoting the POI names that include the waypoints, so the player can get additional info in the Registry section and judge how long this travel would take and which places are to be passed. [EDIT] At least it would be fine if you could FILTER the galaxy map showing only the systems where a network of teleporters you could use are in place, so you would know you could reach all of these systems by teleporter once you fly in one of these systems. Such a network is formed with teleporters placed in only FRIENDLY FACTION POIs that you have discovered, which guarantee you not to get stucked somewhere.
1.) Crouching. Or call it kneeling. 2.) Tech tree overhaul. Still waiting.....LOL 3.) Longer warp jumps ( tiered warpdrives maybe....T3, T4...etc. ) And just for fun, bring back the Warp donut! That thing was cool!!!!!
1.) and 2.) a legit wish. 3.) change digits within the yaml files as so many other does. Vanilla stays as it is so others can poke around in its base numbers.
Greetings, new player here at the world of Empyrion. After playing with 2 friends (dedicated server) for about 40 hours those are the QoL things I'd like to see in the game: 1) To access the same storage/constructor at the same time with my friends (right now if I will open a storage container any other player cannot access it) 2) Search filter at every possible table (storage cargo f.e.) 3) In-game Game Options Menu for MP (dedicated server) , is not fun struggling and editing with notepad files from folders to change the settings! I believe an in-game Menu for Game Settings is a must! 4) The aiming with Turrets is clumsy , sometimes (specially at lower parts) you aiming something but you see the projectile goes somewhere else (ok, maybe this is bug and not a QoL change ) We really enjoy the game so far, and is great to see that there is an active community and continuous updates. Cheers!
You can do this with the EmpyrionScriptingMod, the Vega AI e.g have such script on board. But you probably already know that ;-)
Being able to walk on the ship while it's in motion. Not the pilot but my friend. Allow 2 persons to be in the same cargo box or in the same P menu.
second that. it just feels like some early alpha version bug that people just phase through the ship.
1. Repair bay can connect to a container. Not more tedious dragging of resources each time. 2. Auto route plotter in the gal map. 3. Sound revamp - damn those whiney ass turrets! 4. Manual targetting. Like press t to switch between targets. No more relying on terrible turret ai to do it.
Only one - CPU T5 or T6, but no more than 30kk, so as not to upset the balance of turret-armor. It may be very expensive and require a lot of resources, but it is necessary. Ideally also add bonuses from adding T1 + T2 + T3 + T4 and so on. further, as if you were just buying a new PC i9 to the existing PCs that form a common system, which players have been asking for for over a year. And it is likely that all this will still be tied to the requirement for the crew, which will reduce the cost of CPU consumption (then the CPU limit = 30kk may not be needed in that amount, but in less).
1. Auto-plotting the path on the galactic map. Warp jumps between systems still lead to the uninhabited zone of the star: I turned on following the path and went to drink tea: -))) 2. Moving around the ship during autopilot. That would be great! 3. Select a priority goal. I do not mean a specific point on the enemy ship, but this ship itself. There are cases when you are fighting with several opponents at the same time and the turrets just stupidly shoot at the nearest ones, instead of focusing fire on one target. Let this require, for example, the presence of a battery commander in the crew ;--))). 4. This is not critical, but it brings discomfort: the appearance of enemies in the POI from the air. Well, at least let some hidden doors open (behind which there is a lot of loot ))))))
Vessel toolbar that can be populated by signal logic and devices, with slot rearranging. Landing gears and docking have on-off, along able to be controlled with signal logic, so can select if to activate their function. Particularly now that shield is a thing, where get turned off if get too close and dock. Redo thruster and vessel/base weapons. Thrusters should have a clear progression in their "tires", so a vessel do not need a lot. That the cost of using better/larger thrusters give a good bonus overall. Also tied to the cost and type of materials needed. Weapons should have a specific use, along have distinct tires and each level give a better bonus. So a large vessel is better off with a few of matching large weapons, instead of having a lot of small ones.
Maybe let us exit the way we entered in cockpits, like the old way, or better let us choose with a button. For example, F let's you exit on top like it is now, and shift+F let's you exit from the side you entered. And maybe check if there is a block from some other structure nearby to prevent people from glitching through blocks not part of your ship. O, and walking on a moving ship
I think that I may make some folks annoyed, but it always bugged me (from a realism standpoint) how the players suit & survival constructor do not require any fuel. Also, how the portable constructor does not require fuel and has a unlimited storage capacity.
There have been discussions about Solar Power to support the Suit (re-charged while sleeping or running around) and the Portable Constructor who runs on a rechargeable Energy Cell but those ideas couldn't be implemented and may have caused more troubles than QoL improvements...