Feedback Required Your TOP3 MOST WANTED feature addition or change?

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

  1. ChumSickle

    ChumSickle Captain

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    Fishing...or some form of aquaculture. Currently, the only reason to use water is for H20 and water generation for making fuel later in the game. Early on it would be nice if there was an incentive to set up near a water source. I see no real need to add in a fishing rod type interface, but a placeable block that traps fauna from a water source would be nice. Perhaps a level 1 device that is crafted with iron/pant fibers/copper that is placeable only in water. When fueled it captures X amount of fish/spaceaquacritter per hour.
     
    #421
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  2. CyberMech

    CyberMech Commander

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    1. Change the work of solar batteries so that they are discharged only after they have accumulated a charge of 100% and so that during their charging the building does not use energy from solar panels for its work. Those. while the batteries are being charged, the building is powered by electricity generators running on fuel,
    but after the charge of the solar batteries reaches 100%, the building will switch to power from them until they are reduced to 0% and then again switch to power generators from fuel, etc. all over again.
    This is reasonable, logical, and it makes it relevant to use solar panels above character level 10, when buildings require a lot of electricity, and solar panels are no longer able to provide even 1/20 of the required energy and the batteries not even charged by 1% in the super energy-saving mode of working the building.

    2. a) T5 level for a CPU system with a threshold of 20kk.
    Since the vast majority of server owners simply either turn off the unlimited core, or make it limited to 1-2kk with the same extreme rarity, or simply sell it for real money.
    2. b) And also add bonuses in the form of extra CPU points if all CPU levels are available. For example, if you have T2 + T3 + T4 extenders, then the total bonus will be 5kk CPU points. With only T2 + T3, only 1/3 of the maximum bonus, etc.

    3. Change the way the motors work so that they work more logically when cornering. Those. for example, when turning to the left, the engines located in front of the left and rear to the right relative to the center of the ship were turned off so as not to interfere with the turn of the ship and not to reduce the rate of turn, while the front right and rear left turned the ship. And RCS in the amount of 1 piece just ensured this correct operation of the engines.
    This will allow the ships to turn more logically than they do now. Now in this game, the small fighter ship turns worse than the cargo ship in the most expensive and realistic space game. Think about it! And this despite the fact that I squeezed the maximum out of the possible.
    Do you think everything is fine? Show then your vision of how the ship should be designed so that it can be used against other players, it was durable, it looked like a combat ship (manned and had several rooms for the CV option), and also had storage = 5-
    8k volume for ammunition (this applies to SV) reaching an adequate turn rate = 50+ degrees per second. Set the fashion yourself and show your vision of warships to everyone.
    And then perhaps you will understand that now it has become practically impossible. I have been building in creativity for several years already, out of 4.4 hours of playing I spent 3k + there, and now I'm just shocked by the excessively strong CPU limitations. Forget about the unlimited core - everyone either prohibits it or makes it useless.

     
    #422
  3. RedKobra

    RedKobra Ensign

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    A wheel, axle or electric motor block that can be used to attach rotating objects. Perhaps this could be made by modifying the radar block.

    A hinge block would be handy for many different applications.

    Better combat mechanics for both avatar and NPCs. Implementing crouch and prone would be a good start. Would also be nice to see some interspecies battles play out on their own, with NPCs healing each other then repairing their bases and vessels after surviving an onslaught.

    Cheers.
     
    #423
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  4. Horten

    Horten Commander

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    1. New Earth-like planets with coniferous forests
    2. Wheels
    3. Rails
     
    #424
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  5. playlessNamer

    playlessNamer Lieutenant

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    -3D models with good animations
    -tons of rewarding loot
    -more blocks way moooaaar blockz!
     
    #425
  6. garyice

    garyice Ensign

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    All of the aboves.... :D ESPECIALLY THE MOVING BLOCKS, So we could create MECHS and X-Wings :D

    and:
    1. Better / more living NPCs (possible hire crew... etc? living feel of the universe and POIs)
    2. Option to use and mix small and full sized blocks on CVs/Bases by default. Tired of creating and docking an SV to make some really nice and detailful frame around the constructors and such :D
    3. way better lighting system. window tint and color and oppacity adjustment option, spotlight's color and range options, and of course Better shadows. so lights can't be seen through solid walls. (for light colors I mean custom player made colors as well, just like how blocks colors works)
     
    #426
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  7. Traveler

    Traveler Ensign

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    More melee weapons.

    Psionics, love psionics in scifi.

    Sleeping/Tent usage in co-op.
     
    #427
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  8. Obcy

    Obcy Commander

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    1. Hardcore mode:
    - hydration bar - drinking water next to food necessary for survive,
    - stamina bar divided into: temporary stamina (spent on running), constant stamina loss (over time, reduces available temporary stamina bar) requires sleep for bar recovery. Sleep available only if this bar is not full. Sleep time according to constant stamina loss value (no more flying around planet and sleeping because there is a BP in a factory.
    - jetpack debuff: jetpack used more as a vehicle - drastically reduced walking speed on a planet with a jetpack put on (running disabled). More protection in space (against radiation and/or high temperature). This makes stairs important again.
    - suits protection worsening against environmental issues (temp, wind etc). Requires weather overhaul (no more 10 degrees difference between places 10meters from each other - annoying.
    2. Transparent windows so making custom cockpits and flying in 1st view makes sense (will put this request everywhere)
    3. Block destruction on impact (simple block explosion on impact would be a game changer).
     
    #428
  9. rtracy

    rtracy Ensign

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    Recycling Bay - The most important thing they could add for this game is a recycling bay. Just like the repair bay only in reverse. You just finish a POI and dock to it a recycling vessel and let it crunch away while you go work another POI. You would still have to deconstruct the blocks, generators, fuel/oxy tanks, etc. but that could technically be automated as your output of your recycling bay could be the input of your deconstructor. Could you imagine the time savings if you could just dock a ship up to a size class 10 base or CV you just took over with a core and then leaving it to work while you go play somewhere else and not have to use a tool turret for 5 hours of clicking and holding. This would be huge to improve game play.

    Don't despawn POIs - You worked hard to take on a POI. Don't despawn it. If it has some special block that you do not want to be able to let players use, just add a flag to the block to make it so it will only return basic components instead of the block.

    Be more flexible on torque for Roll, Yaw, and Pitch - Especially Pitch and Yaw as using a mouse can be painful when trying to pull a turning maneuver. Maybe you could add +5 or +10 to yaw and pitch if using a mouse. As you loose momentum when you have to bring the mouse back over and over to start.
     
    #429
    Last edited: Mar 10, 2021
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  10. CyberMech

    CyberMech Commander

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    1. Chassis CV should not be released on contact with the ground, but earlier because 1/4 blocks interfere with the operation of the landing legs.
    2. Foldable wings for SV and retractable turrets, as well as a engineer turret.
    3. T5 CPU level, possibly by folding T2 + T3 + T4 = T5. As well as crew blocks that increase CPU efficiency, decrease energy consumption and increase turret rotation speed.
     
    #430
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  11. Smithor

    Smithor Ensign

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    Made an account here for literally this reason.

    1. Option to remove the time limit on galactic trade offers. (Easier to keep it populated with offers to encourage trading)
    2. Ability to sell used vessels for credits
    3. Personal/placeable Traders (For physical player marketplaces)
     
    #431
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  12. Alhira_K

    Alhira_K Captain

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    1. The ability to create new cores in our scenarios or a device that lets us set limits for turrets, generators and each individual size class of thrusters.

    2. Expansion of spawn trigger distance from 16 to 64.

    3. Expand on NPCs and Consoles:
    - A few more different looking human and alien NPCs
    - Ability to set turret rotation speed, increase LY distance, increase shield strength and a few others my tired brain can't think of right now.
     
    #432
  13. CyberMech

    CyberMech Commander

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    1. The ability of the base to repair itself through the repair console.
    This will allow you not to destroy the base every time when it is bitten by other players, for example. And it will remove the unnecessary need to produce it over and over and over again, because it is difficult to restore complex design elements by playing on the server, which took dozens of hours in creative, but were destroyed in a short time in server.

    2. Double-barreled artillery
    I just want to make a mammoth tank :) And you? :)
    In addition, such options will also be useful on CV, for the creation of artillery ships. Maybe their time has come? Time of ships with 4-6 artillery mounts with 2-3 barrels on each?) I think that would be interesting. I think this will not bring any imbalance on the servers, since artillery constantly misses
    but what a sound it has when it fires and how formidable the sight of an artillery ship can be ;)

    3. A personal drone with a machine gun flying behind the player, protecting him.
    Why not? :) I'm scared alone among the creepy aliens, and the drone will help me cleanse the planet of evil monsters :)
     
    #433
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  14. me777

    me777 Commander

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    1. logistics and base-power integration for Watercollectors and Autominers.
    2. Salvage by (handheld and ship-mounted) multitool also retrive the content of containers.
    3. constructors should work while a playfield is unloaded, (or pretend to do, by completing what would been produced, once the playfield loads again) just like power is used and autominers continue to mine.
     
    #434
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  15. BigSnoopy

    BigSnoopy Commander

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    1. Bring back the sv-prefab_1C as a real cheap starter-SV. (half the ore or less than the other) I know, there is a rebuild version, use it.
    2. look at 1.
    3. look at 1.
     
    #435
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  16. Repartiendo plomo

    Repartiendo plomo Ensign

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    1. Being able to crouch. That way the shooter part of the game feels more natural.
    2. Something that reduces the amount of items you need on your shortcut bar. Maybe by adding new high tier tools and weapons that combine some of the previous ones (like a shotgun-rifle, or rifle-sniper, a multitool V3 that includes a drilling function, etc.)
    3. Proning.
     
    #436
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  17. CyberMech

    CyberMech Commander

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    1. Possibility of sorting (manual or automatic alphabetically) logic circuits.
    This will greatly reduce the waste of time for sorting circuits in the desired order.

    2. The ability to assign a signal to a whole group of devices at once.
    This will cut down on a lot of time wasted assigning a signal to each device (e.g. 200 RCS + 50 trusters + 50-100 light devices)

    3. Ship weapon.
    a). Add torpedo launcher for CV and possibly SV to the game.

    The modern navy has torpedoes for destroying ships. Science fiction movies have torpedoes to destroy enemy ships. In a game about space, while the 25th century has already come, ships do not have torpedo launchers o_O. How is this possible? :eek:

    b). Replace course lasers with plasma cannons.

    Now there is no point in using the laser cannons to ... to damage just 1 block? And for this, a huge ship has to turn its carcass to damage just 1 block? It looks pretty weird.

    c). And also make laser and anti-aircraft turrets relevant by increasing their maximum number to 20, but without changing the maximum number of plasma and missile turrets.

    Those the maximum number of laser turrets = 20, and plasma turrets - 10, but when installing plasma turrets, it remains possible to install only 10 laser turrets. Those. the maximum can be set either 10 plasma + 10 laser, or 20 laser and 0 plasma. The same goes for anti-aircraft flac-cannon.
    Nowadays, there is no point in installing laser turrets or anti-aircraft turrets. their effectiveness against players = 0, and it is much more efficient to install plasma and rocket ones than all this pile of garbage.

    This will allow a class of escort ships to appear to deal with enemy SVs.
     
    #437
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  18. Kassonnade

    Kassonnade Rear Admiral

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    lol... " Your top 100 most wanted features, 3 at a time"...

    Come on. Gives us some more.
     
    #438
  19. CyberMech

    CyberMech Commander

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    I also write here the thoughts of other people who do not know how to use the forum and translate all this with a translator.
     
    #439
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  20. Kassonnade

    Kassonnade Rear Admiral

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    I also happen to represent a large group of players, too shy to express their true thoughts on a forum. I then translate some of their "thoughts" into forum - polite form, and just like you they asked me not to reveal who they are.

    I totally understand. Keep up the good work.
     
    #440

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