more UI shortcuts to turn off things like weapons/shields/turrets etc without having to go control panel or use a keyboard shortcut. faction warefare, factions attack each other/invade/have roaming fleets in other territory. pirates raid places and planets.
To be able to use a drop ship with a AI pilot, or just to be able to drop a pod without having to get out of my pilot seat.
Could we make the pilot seat a switch trigger like the landing gear? On/off when a pilot enters/exits seat.
Wait, you want the landing gear to extend or retract based on when the pilot enters or exits the pilot's seat?
No no the landing gear can be set as a trigger switch. Like when the gear opens I set my turrets and spotlight to turn off. Then when I take off the auto pop out again. I want to be able to have the same ability for the pilot seat. Essentially I want it to turn on/off thruster sets when seated
Slot locks in the inventory, settable by the player at any time. So that arrows to unload don't unload your primary gear too. A visual inventory selection tool, cut and drag for a box of slots. Like in word processing or graphics programs.
Agreed. At the very, very, minimal least, please allow us to switch the icons to our desired hotbar slots via click and drag without dismantling and rebuilding our ships.
Please, dear Gawd, we need to be able to set our vehicle settings (Rotation Sensitivity Settings) so that they are locked and saved - per vehicle. These settings need to be saved in the blueprint save file, so they remain over respawns and restarts.
Just press "i" two times before exiting your seat and I don't like and idea to turn off turrets with land gears retracted, because what if some drones arrive?
This is OPTIONAL and it is already in the game right now. Landing gears can be used as triggers just like signals switches and sensors. @Noob42 only suggested to also add this functionality to pilot seats.
I don't shut them all down just the no fire in atmosphere and turrets that have a bad angle of fire when landed. I also use to toggle between landing lights and headlights.
Mini map for First person so when exploring POI or ships, the parts you explore are "revealed" on the minimap. make it easier for exploration. some kind of HUD. instead of going to control panel all the time. maybe bring up an overlay where u can adjust turrets while still being able to see the action. since you can do so many things with turrets in terms of targeting, having different groups target different blocks,thrusters, weapons etc, it would be useful to easily change those settings on the fly instead of having to go control panel. same thing for raising/lowering shields etc...little things you should be able to do without going control panel. have a rectangle widget with buttons in it to click to turn off stuff, probably be like 8 buttons. with an arrow to switch to more buttons. turning off shields, thrusters, turrets, etc..
Bring back the ability to set any Base, HV, SV or CV to "public" to allow the object to be "taken" over. When playing multiplayer it is often useful to be able to "gift" or leave starter items to other starter or "junior" players without them having to join your faction. This also allows Bases, HV's and other objects to be left as undiscovered "treasure chests" for explorers who discover the object first. Players can do this or they can be unexpected POI's found when exploring. Currently multiplayers do not have any way to do this.
Ability to have a new BP class: "Extension" i.e. BASE, HV, SV, CV and EXT An "Extension" bp is a extension module that can be added to any BP simply by allowing and requiring the BP and base object to both have a matching "Connection" block. i.e. the extension to be added must match the base object type .. Base to Base - HV to HV, SV to SV or CV to CV. This is enforced by the new "Connection" block. The in-game object i.e. a Base can then be extended modularly using this "Connection" block - This block must exist in both the Base object to be extended and in the new BP extension modular object to be spawned in and connect to. The "Connection" block on both objects - i.e. on base and extension module will determine the object orientation and connection point to spawn in the extension and allow the new extension module to then "merge" into the original base object and "extend" it. In the case of multiple "Connection" blocks the extension module is spawned into and connects to the nearest "Connection" block to the player in view. This is only required when there is more than 1 connection block on the base object to "extend" or connect to. Modular building on all current objects, (BASE, HV, SV and CV) would also allow extended functionality and progression as the player progresses in experience and levels and allow objects to "grow" throughout the player life cycle.
Ability to "extend" teleport range through tech tree research or via purchased extension boosts. i.e. just like armour allow any TP to be enhanced by boost pack extensions - this could allow special features or functions to be added when crafted or purchased. Possible example special TP features that could be crafted or purchased :- - Range booster to extend TP range - "Beam me up" boost pack extension on TP and armour to allow TP retrieval on signal from "BMU" boost pack . - Portal booster to allow two TP's to become twin "Portals" with additional extra range due to dedicated point to point connection link but do not allow normal TP use.