Feedback Required Your TOP3 MOST WANTED feature addition or change?

Discussion in 'Suggestions' started by Hummel-o-War, Sep 26, 2019.

  1. Bigfeet

    Bigfeet Captain

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  2. psycrow89

    psycrow89 Ensign

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    1) Smart LCD which can show different parameters like speed, shield, ammo etc. in real time.
    2) Adjustable speed of the vessels, one push 'W' +1 m/s, 'S' -1 m/s. The ship does not brake itself (like in any other flying simulators)
    3) In the 'Pilot mode' bullets fly to the control circle (like in any other flying simulators)
     
    #22
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  3. Myrmidon

    Myrmidon Rear Admiral

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    1. Ability to set course on galaxy map so the player performs auto- jump until reaching destination orbit.
    2. More solar systems, but limit max planets per solar system.
    3. Indicator of remaining pentaxid on pilot view.
     
    #23
    Last edited: Oct 4, 2019
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  4. daddychillin

    daddychillin Ensign

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    Tier 2 drone or something to extend drone range for building.
    Fix the ground leveling for drill.
    Aircraft style hud.
    :)
     
    #24
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  5. ukd777

    ukd777 Ensign

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    When game on Pause - also mute all sounds.
     
    #25
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  6. boo

    boo Commander

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    - more power production for space solar panel ...
    - more living space, with cargo, escort, pirates, army, etc ...
    - wheels and caterpillar for "hv"
     
    #26
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  7. Cluascorp

    Cluascorp Commander

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    More (single player) options (in the settings) regarding difficulty:

    1 . An option for number of spawns (could be simply "minimum" normal "max" )

    As I am closing in on 1000 hours, i would like to be able to adjust the number of spawns in general ... I don't think i am the only one getting tired of the thousands of mobs i have to eliminate, just to get near a POI. I enjoy playing on easy, but right now picking a difficulty does not affect the number of spawns ...



    2. Sorting options in all inventories would be fantastic also
     
    #27
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  8. Combat Wombat

    Combat Wombat Captain

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    Walking on moving ships

    AI crew

    AI territory conquering (base building in addition to capturing and in spaaaaaace)
     
    #28
    Last edited: Oct 4, 2019
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  9. banksman45

    banksman45 Rear Admiral

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    Logic circuit, switches and sensors system is what I want to talk about
    1.We have a logic circuit system but no way to build a clock circuit .
    2. also wouldn't it make sense to add a Space Engineer like Rotors and Piston system to go along with the Logic circuits we have? In my opinion with what we have in the game the logic circuits isn't being used to it's full potential. Right now all we are using it for is to open a few doors, turn on lights and maybe do some fancy light and LCD show. If we had a rotor and piston system or a rail system like Star made uses to create moving blocks along with their logic circuits, the sky is the limit on what we could build in this game when it comes to moving parts. Like real moving Elevators, lifts and building hangar doors out of blocks that we can build as big as we want . The list goes on.
     
    #29
  10. RhodeKill

    RhodeKill Commander

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    1-Walking on moving ships
    2-Improved AI and NPC capabilities (NPC crew and enemies who use blueprints)
    3-A more vivid and living galaxy. ie: more biomes, flora, fauna, and new space features to explore.
     
    #30
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  11. Scoob

    Scoob Rear Admiral

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    Some great suggestions already, many I agree with, so I will just provide one feature, but with multiple elements, that I'd like to see expanded on.

    Deployables.

    I'd like certain Deployable devices, such as the Water Generator and especially the Automatic Mining Device to be linked to the Wifi network of a Base. This would be a two-way thing, so the Base could provide Energy to run the device remotely as well as except any produce from the device.

    The main goal for this is "proper" auto miners that are reliant on a supporting base to work. Currently we just place down an AMiD, fuel it and that's it until we come back to it. These things don't appear to be targetted so can really be left anywhere without an issue.

    What I propose is that AMiD's have to be linked to a base in order to work. They rely on the Base for Power - transmitted Wirelessly from the base's Generator let's assume - and have to be linked to Base Cargo, like Constructors - to deposit their collected Ores.

    This adds a large gameplay element to AMiD's as the Base would be subject to attack potentially. It's also really efficient for the Player as the Base to automatically be processing any ores and popping them into Cargo for easy collection via an HV / SV or even CV "shuttle" as needed.

    I envisage keeping the current basic T1 Autominer as a simple Deployable for depleting a deposit (based on game settings) over time and having its own inventory. These allow the player to multi-task and not just mine, though manual mining is now significantly quicker of course. I'd then introduce a T2 "Deep Core" autominer that's still a deployable and must go on a deposit, but has the potential to get a LOT more Ore from it that the deposit would normally allow - hence the "deep core " bit, it's getting at stuff you can't reach normally.

    This allows the player to set up proper little mining outposts that do more than just mine. I used to roll-play this a bit - before AMiD's depleted deposits - and build a full supporting base around resources. Quite fun. Of course players can still mine by hand or using HV's and it'll be far far quicker, but cannot be automated.

    Associated with this change, as Devices can be on the WiFi network, a T2 Water Generator would be a longer term solution to a Bases water needs. The Water Generator could deposit into a new "Water Tank" device which can then be drawn on by Constructors and Food Processors automatically for all their water needs. Even Grow Plots could be expanded upon to use water in this way, for a more involved experience. Plus, ever wondered where the Shower and Toilet get their water from? Me too! :)

    Since the new mining improvements, I simply don't build AMiD's any more, I can mine in minutes what they'd slowly gather over hours. However, having more gameplay and benefits around their use would make them attractive again.

    So, in essence, we'd retain all the current O2 Generator, Portable Heater and Portable Constructor as now for the very early-game. We'd also retain the T1 Water Generator and T1 Auto Miner as they are now. However, moving up to T2 variants of both the Water Generator and Auto Miner would allow for Wifi linked storage and the assigning of destination Cargo Containers for their output. I'd be happy if that was the extent of it, but adding more functionality for Water via the Water Tank would be pretty cool too. Having bases and vessels have several Water Tanks to make O2 and for other uses seems better to me than lots of large bottles in normal inventory...though that would work too of course.

    Apologies for the long post, I had actually submitted this as a suggestion before, but thought it worth adding here.

    All other suggestions here are great, but I wanted to add this one even if it may be a little niche. I want reasons to build Mining Outposts, I want O2 Installations to be a thing, placed next to a water source etc. All of these can also be functional POI's which have extra value if captured by the player. I.e. a Power Plant POI will be generating Fuel Packs from a Promethium resource via a Deep Core Auto Miner. An O2 Station POI will be generating O2 and filling its tanks from a T2 Water Generator. These deployable devices would be heavily protected by their associated installation.

    To be clear, this needn't impact existing game play at all, but it adds an entire new layer to those of us who love automation.

    Scoob.
     
    #31
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  12. Robot Shark

    Robot Shark Rear Admiral

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    Most of my ideas come from my old drone enhancements post.

    1. Replace the repair bay with a drone spawning block, the drone would then spawn and fly around the BA/CV making repairs to itself and docked ships.
    Repairs can be stopped by shooting the drone, this would also explain POI's regenerating themselves.

    2. Replace the factory with the drone spawning block.
    The BA drone can build a BA, CV, HV, & SV.
    The CV drone can build a BA, HV, & SV.
    Maybe make a very primitive (temporary) BA that the drone builds around when spawning a BA for players that do not have a BA yet.
    ... Maybe the player drone can build a small BA or small HV?

    3. The drone harvests crops and puts them into the fridge.
     
    #32
    Last edited: Oct 1, 2019
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  13. Marc von Geldern

    Marc von Geldern Lieutenant

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    1) Prefab modules, mostly for CV/Bases, but SV/HV would also be cool. Not just entire prefab finished ships and bases, but things like “Command Deck” or “Mess Hall” complete with deco and doors. Would help newb builders (who can get overwhelmed with the sandbox possibilities!) with examples and some design concepts to adapt and modify as they gain build experience.

    2) I’ve said it before but, some kind of class system would be awesome, include a kind of “Omniclass” for single-players to make up for the fact that you’re the only one playing. :p

    3) A planetary (or core-based) grid that you can toggle on or off so you can snap blocks into the grid more easily for ground structure alignment purposes. Right now, as far as I can tell... there’s no real way to ensure alignment of each individual structure, so blocks from two different structures that butt up against each other are never perfectly aligned, clipping each other, leaving small gaps, or being a few pixels different in any of the six axis’.
     
    #33
  14. nottrox ¯\ (ツ) /¯

    nottrox ¯\ (ツ) /¯ Captain

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    Right now one thing comes to my mind:

    MAKE BIGGER SV THRUSTERS USEFUL.

    Thrusters bigger than the jet s are just used for design reasons as they are basicly useless! they are more energy efficient but use so much space it is ridiculous. SVs should be fast and agile like a fighting jet or a helicopter. Seriously give them more power please!
     
    #34
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  15. Andipro

    Andipro Lieutenant

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    1. Multiple Starsystems
    2. Copy & paste when building in survival. Also little tiles 1x1, 2x2
    3. Show a colour-coded damage level overvlay of all components from all vehicles when in repair-mode.
     
    #35
    Last edited: Oct 2, 2019
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  16. nottrox ¯\ (ツ) /¯

    nottrox ¯\ (ツ) /¯ Captain

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    #36
  17. piddlefoot

    piddlefoot Rear Admiral

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    Proper AI tactics.

    Not just pathfinding, the ability to react to incoming fire, take cover, return fire, in a much more believable way.

    --------------------

    Gravity Generators for SVs.

    --------------------

    Removal of all build size limits in creative.
     
    #37
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  18. Captain Amazing

    Captain Amazing Commander

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    1. Modder support. The 6 people at Eleon is not enough to make a game of this scale. Progress is simply too slow. The game will NEVER be more than Alpha at this rate, and a new game with better polish will put Empyrion out of business within two years unless they up their game. Modders will do a ton of work for fun, leaving Eleon to do the actual grunt work of making the code function. Eleon gets paid. They can do the grunting. I build 3-D models in Blender for fun. I would cheerfully make game assets just to see them in game.

    2. All the stuff people have been requesting for years. It's no mystery. Read the forums 'ideas and suggestions', some stuff has been repeated 100 times. Good thing you have an army of modders to start implementing them.

    3. See number 2.
     
    #38
  19. Andipro

    Andipro Lieutenant

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    We are actually limited to play in 1 Starsystem with a few planets. But there should be more new systems to discover arround our starting system!
     
    #39
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  20. UnknownSoldier

    UnknownSoldier Lieutenant

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    I think you guys are doing a great job for such a small team.

    Here are my top 3.

    1) Increased loot variety with items that complete sets. Like Space Diablo! :)

    Here is a link to my suggestion
    https://empyriononline.com/threads/random-distribution-system-for-item-and-npc.42227/#post-321301

    2). More robust, and user friendly scenario editor with scripting support. So we can design new factions, and have them pull from a folder of available blueprints. Then we can script in a custom faction CV spawning on a planet, patrolling, making strafing runs on bases.

    3) Make it possible to walk around cv's while they are moving.
     
    #40
    Last edited: Oct 3, 2019
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