1. Being able to see enemies/NPCs past 150m, especially while flying a ship 2. Crouching, prone, and other basic control movements 3. Better variety of combat with bombs, grenades, melee weapons, attachments to weapons, etc.
My List - 1 - Greater variety in predators and prey Think Dire wolves, Bears, Elk, Deer etc.. Fish in water, spear gun or spear to hunt them with. 2 - Harder lvl grind. Too many players hit 25 in the first day or 2. 3 - Zirax ground attack team that roams around in a HV patrolling Zirax territory's.
1. Special NPCs with higher health that require more than just shooting in the face to defeat. (Example: instance boss) 2. Medic tools so players can apply first aid quickly to another player. (Ex: pistol that shoots a health injection as ammo) 3. Logistics connected to the water generators, vendors, and trade consoles. ... 1 & 2 I already have config files for
1. Allow disabling of alien creature targeting for turrets. 2. Or, put alien creatures in with predator group as that's what they are. 3. See 1 & 2 above. Please, whatever is done next, let us turn off targeting for alien creatures for turrets or just class them as predators so that option works for them as well, having Alien creatures lumped in with something else (used to be aln but that seems to have changed recently) is probably the single most annoying thing, who loves having their HV/CV concentrate all its fire on an alien bug while ignoring and being pounded by base fire, or as you fly across the map your HV is wasting plasma and rocket rounds on alien bugs, when drones come and attack your base your turrets are firing at bugs and assassins instead of taking out the drones. We get so many new features each updates yet one thing myself and all my friends are constantly irritated with is the targeting system, update after update, year after year.
1. Capital repair bays should repair other capitals. 2. Lighting is awful and currently my most immersion breaking annoyance. 3. Please please please make it so you can hot bar switches, turrets, and lights in vessels.
1. Auto salvagers - place on a structure and let it work 2. Player drones - Build them, give them an order, and let them go. Salvage, mining, attacking, etc. 3. In game block configuration
Better Turret AI- half of my ammo is wasted hitting the spot where the turret used to be and I want to tell my turrets where to target. A LOT of hot keys- so i can go to activate anything on the p/main menu in a vehicle. A LOT of findable sidequests (like skyrim lot)- gives a reason to go to every base you find.
1. I really like the missions to return to Multiplayer dedicated server. I know some things did not work but the ones that did was great and I really miss them and the adventour with mission. Please add them again and maby with a notise that they are not working as planned in multiplayer until they are fully implemented. 2. Make so the blocks can be built deeper into ground for smother builds on the planets. As for now when using a full size block they can not be placed smooth into ground, if you are not an admin, and builds end up with some small gaps when there is on place for the block. 3. Keep working on the skill tree. Now when Version 1 is close make the possibility to level up much harder/longer. Maby a % setting in the yaml file for player progression speed so server owners can adjust the xp progress speed individual. Now the travel to level 25 is very fast. PS! I just love the new A12 scanning features for both ships and player.
1. Linux Support 2. Solar on CVs and removal of solar limit 3. More tech tree and items, eg extend it to level 100 so there is always something to aim for.
1. Unique / "Named" pieces, Weapons & Blocks, extra special artifact items found in wreckages or in enemy bases 2. more tech tree and items 3. Stealth Generator, other cool blocks and items and weapons
I understand that these wishes are unlikely to be implemented, but let me dream. For a game that would contain all of this... I would have paid again and again. 1. More technology! And more technology! Sabatier reactors, water electrolysis, nuclear waste, atmospheric gas pumps, gas extractors, water pumps, natural fuels (uranium). Automatic conveyors. Unloading docks. Programmable constructors, etc.. Autopilot, auto-follow and auto-jump ships, antennas and communication with the base, active radars (automated detector), sensors connected to radar, long-range scanning of atmospheres and planets, automatic targeting for course weapons (weapon gimbal), more active HUD, infrared HUD cabin, displaying the current mass, the amount of damage, etc.. Missiles with homing without crosshair. Customizable hand weapons - silencers, laser sights, capacious magazines, fire modes. etc.. No speed limit, only acceleration, depending on the mass. 2. Active AI. Human followers, guards, gunners, pilots. The AI can use interior items, sleep, and patrol.... Enemies that can use active radar and find you (the player is informed of enemy radar guidance). Enemy scouts (the enemy must find you.). This imposes a restriction on the gameplay. In enemy territory, do not use radar, do not fly in large ships (a SV has a chance to fool the radar), if you do not want to be detected. 3. If the gameplay becomes highly predictable at a certain point, it is easier to quit the game than to continue playing. More random events! From a tree falling from the wind, to pirates landing in the ocean to refuel with water (deuterium release). More variations in the worlds parameters - for example, not fixed 1G/4G, but variations up to 10G (you should see the planet's gravity before landing, and know what your ship's current thrust is now, with the current mass), etc etc etc.. Мy English is terrible, I know.
1. Better NPC AI both in combat and outside of combat (pathing, interaction, Conversation Trees) 2. More Late Game content, diverse flora/fauna, exploration POI, new resource challenge, something that makes the late game as challenging and as the start of the game but different. Not just harder POI for PVE purposes. 3. Mod Tools that allow the community to easily build content for you and easily added to my game.
-Empire, fleet, troop management. I killed all zirax on my starter planet, built 2 CVS, mined plenty of asteroids in other systems, put several rocket turrets and launchers on my CV and bombed all zirax out of my starter system. I got totally lost in the game for the last three weeks having a blast playing it. But now I hit a wall because there is no point in conquering/building bases or ships as I cannot manage or profit from them in any way. -Factions dynamically manage and expand, defend their territory like in an RTS game -OR/AND another cool endgame mechanic. Basically, we need a way to put our hard-earned gadgets to good use, and keep wanting to build new ones. Then this game would be insane, IMO. I’m basically wanting X4/Avorion Elements in the game. I have not found a game like this.
I would love a “proximity alert” device for vessels. Especially at the early stages of the game when trying to ninja mine asteroids or nodes that are in dangerous areas. Having a device that sounds when a hostile craft enters a certain distance from the ship would be supremely helpful. It doesn’t remove the need to be vigilant completely. But would lessen the chance of turning around from the asteroid you are mining only to see your SV get smashed by the drone you had no idea was coming.
while these aren't mainly features I feel as if this is something very important to think about considering the game is coming out of early access, these are the sort of things that will make it feel like it's a more complete game and not an alpha state game. the current features are incredible. i think its time to adress to clunky feeling that might put some players off. 1) Improve graphic quality/ animations (character model, npcs, enemies ,planet textures, ship sounds - make them feel like they're taking off, landing ect) 2) enhanced UI - something sytlized, clean, sharp simplistic (visible xp bar?) 3) quests (are awesome) just need some more work, single player ones with friends, cleaned up some or buggy, not always told where to go ect. the potential is huge
1. Combat revision cv, sv and hvs controlled by npcs or AI. Allow players to create patroll vessels that patroll areas of planets or space. As long as they are fueled the ships should keep patrolling. Also players should be able to designate where ships go by using something simular to how motion sensors are set up. 2. Faction controlled space or territories. Just like factions have control or space or areas on planets. Players when putting down a base should gain territory and depending on the factions wealth should be able to spawn troops based on reputation or wealth or both. 3. Gravity generators for small vessels and the ones on cvs should be allowed to be resized.
Just make it like an RTS system like Avorion has. Being able to go the extra mile and get this game to that point would be revolutionary!!! I have been hoping for Ship crewmembers and employees for over 4 yrs now. I would love to appoint a npc crewmember to a freighter and send him out to conduct trade on his own like I can in avorion. Even if it's limited to one system, this would still be amazing if the game could track that
NPC Fleets: These are comprised of npc companions you employ. Each ship requires a minimum of 2 crew members to operate and if needed, defend itself. Simply assign the minimum amount of crew and select a destination. The player will be able to check the status of these vessels via a console on their bridge in a top down view of the playfield. NPC ships would have a simple registry on the console where they can be given individual orders easily or grouped together, according to the player's needs. This system would function like an RTS with an overhead view of the ship(s) and hovering over the icon would reflect the vessels current orders. All player controlled fleets are able to receive basic commands from the command ship: Attack Defend Patrol Hold Area Civilian: They will avoid enemy patrols automatically and will have specific orders set by the player to retreat if they encounter danger. These vessels have minimal defenses Military: A combat unit which can be an escort or an active Attacking or Defensive Force. Military units can be used to patrol the players sector or be commanded in real-time combat alongside the Command Ship (Player) in fleet configuration to fight alongside the command ship. Civilian Class and required crew: Mining Vessel (2-3) Freighter (3-4) Military Classes and required crew: Patrol Vessel (2-4) Frigate (5-10) Battle Cruiser (10+) Crew classes: Captain: Needed to command 4 or more crewmembers Pilot: Required for all vessels Weapons Officer: Required for 6+ Turret gunners Turret gunner: Required for each manned turret Engineer: Needed to operate warp drive Technician: Needed to operate Mining laser. Are able to slowly repair to blueprint if damaged. * Each NPC Class contributes to the overall effectiveness of the vessel. Each NPC has a skill level that will increase as they gain levels. Vessel Descriptions: Mining Vessel: Once the Mining Vessel is sent to the destination, they will collect 3 selected resources at the rate of a T2 Auto miner. Freighter: Unit may travel to a set point between 2 or more trade stations in real-time trading resources. From there they can click to assign new coordinates and control which resources they want the freighter to collect. Patrol Vessel: This Vessel is commonly used as an escort vessel. Local vessel which does not have a warp drive. Frigate: Medium range Military Vessel small enough to not require a Weapons Officer. Used for Military Excursions, Escorts and Support ships in Fleets. Battle Cruiser: Top of the line when it comes to defense or attack. These vessels are manned by all classes of crew members. A Battle Cruiser is required to form a defense fleet of more than 3 ships. It serves as the flagship of the fleet if the Command Ship is not present.
1: Allow automatic operation for regular constructors (at least the Advanced one), like the forge & deconstructor have - Adv Constructor can output to fuel, o2, pentaxid, ammo, but when output is selected, only accepted materials can be constructed - Adv Constructor can be set to automatically produce an item if materials are available (like the forge) 2: Hotkeys - Please make it possible to bind keys to control panel signals and controls 3: Range indicator when weapon selected - ships in view are circled or highlighted in some way if they're in range of your currently selected weapon