Feedback Required Your TOP3 MOST WANTED feature addition or change?

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

  1. Runeshadow

    Runeshadow Captain

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    Base Repair Block repairs it's own Base!

    If that sounds like perpetual motion, how about a CV or SV-mounted repair module to repair the Base?

    Awesome, cheers!
     
    #521
  2. Nazo

    Nazo Ensign

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    So I came straight from Space Engineers into this game expecting another Planet Nomads situation. I'm glad to see it definitely isn't. There are a bunch of things this one definitely does better than any of its competitors and a bunch it does worse too. Most of the things I'd say are worse aren't really something I can say much about (like the physics -- that requires significant engine changes and I'm sure where the game stands now is where it will always stand in that regard.) A few (like how insanely powerful even the weakest thrusters are) wouldn't be very popular changes (plus, ngl, it's insanely fun flying a little ship at 69m/s through the trees making turns almost on a dime and not worrying about if I actually hit those trees.) Honestly there are a bunch of little things I really want to bring up, but since this thread says three I'll try to pick the biggest things that bother me the most as I come into this game and have been playing enough to learn most of the ins and outs now.

    1. Please please please batteries or for energy storage. Please. Pretty please. Not solar batteries, but actual batteries so demand changes don't necessarily mean things breaking (yeah, I use batteries as capacitors sometimes in Space Engineers, lol.) I really don't like as it is that power usage going up higher than I estimated actually damages generators (actually, I feel like that should have been a user choice in such cases, but ok) and even putting aside the other obvious advantages, batteries are extra useful in games like this because they can handle sudden power demand changes (though of course you'd need to build enough batteries and charge them enough to handle that demand naturally.) Batteries should be available both to small block vehicles and large block bases and capital vessels. (IRL already today we have electric cars and houses that can meet their full electrical demands off the grid using batteries for energy storage, so in a future where humanity can travel the stars with warp drives and exotic energy I think we should at least have that level of tech...) Because of how this game handles power it might be interesting if battery charge rates could be adjusted (such as for a fast charge that would burn more fuel or require even more solar input and be more inefficient with a higher percentage lost versus a slow charge that wastes less but of course takes longer.) It would really be nice if ship batteries could charge while in range of a base/capital ship with sufficient power too. Perhaps use the wireless relay as the mechanism of doing this (so the player has to have unlocked and built one of these on each.) That would also give the wireless relays more use as they currently don't actually do all that much more versus with them off in real gameplay (at least for me.) It would sort of make sense as a much more evolved extension of the modern day wireless power transfer mechanisms we already have.

    2. Improve solar power. The 15 panel max (while each individual panel simply doesn't provide much to begin with so you need a bunch) is a bit of a problem. A higher maximum (why must there be any maximum really?) or more from each would really help, but an optimal balance is probably a bit of both. Also, I can't think of a single reason a capital vehicles shouldn't be able to have solar power. If anything it makes the most sense for them since they don't have atmospheric interference. I don't know if this was meant to be some sort of difficulty balance with the initial scramble to gather materials for power or what, but I feel like solar really got the brushoff in this game. I find it a bit anxiety inducing that I have to keep topping off fuel tanks even with a full solar setup (excluding on-demand things like teleporter usage of course, but I have it on a switch that turns on a separate generator just for it.) I was very disappointed with the solar power implementation in this game. Especially since the only alternative requires materials that you go through very quickly (especially at the start.) Also, it's really really weird that we can't see the charge level of solar batteries directly. I want to know how much my current setup is specifically solar and observing battery charge at night would tell me. From what I saw on googling it used to be possible, so it's weirder still to me that this was apparently removed.

    3. Tool/weapon repair limits don't even make sense -- at least not at any scale reasonable in a game like this. I realize this is intended for balancing (especially with epic weapons) but it doesn't make sense to have to count on your favorite equipment eventually just tearing up beyond use (at least not in less than like 10 years or something.) Besides, by the time you'd end up with most of that equipment actually tearing up you can usually replace all but the epic stuff pretty easily. (And I feel like by the time you've reached that stage of the game it no longer really makes sense to limit the epic stuff anyway since you'll already have other epic stuff anyway.) I think what might make more sense is if it would only count towards a repair limit if you repair after it has broken but constant maintenance would extend its lifetime more or less indefinitely (after all, irl most tools, machines, etc, can easily last decades if well taken care of and they're supposedly using better tech in this game, not worse...) A smaller limit than 7 might make sense on this idea (say 3?) Field maintenance (but not repair) kits would be a good compliment to this idea. Not sure what would go into them, but I'm thinking plant proteins for cleaning cloth or pads and biofuel might make sense in this game's terms (biofuel being the closest equivalent to the petroleum oil used to produce mineral oil) and then iron to make the small tools for the maintenance process itself. I imagine the ability to maintain should be an unlock on the skill tree (perhaps you could even have multiple skills, one for each basic type of tool/weapon?) Then if people don't maintain their equipment it will still fail and break beyond repair eventually but maintenance will make it last. You should be able to use a field maintenance kit any time but it should require a significant amount of time during which the tool/weapon can't be used (kind of like a long reload -- which I guess in game engine implementation terms it could possibly be treated as.)
     
    #522
    Last edited: Jan 28, 2022
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  3. Wanev

    Wanev Lieutenant

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    Okay. Since I didn't give a full 3 last time, it would be nice to be able go after late game Legacy CVs and other dreadnought types in single player. The shield simply isn't strong enough to have a sustained battle. A T3 shield would help with that.
     
    #523
  4. Aaron(Wakfu)

    Aaron(Wakfu) Commander

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    right now id like to see significant AI improvements to bring the game world alive a little more. Like traders/miners and cargo haulers and different archetypes of NPCs flying the space ways you could pirate or whatever. have AI factions send people to take you out once you've become a nuisance etc.

    and 2) a space combat revamp which makes meaningful tactical or strategy oriented gameplay possible.
    instead of just all guns on auto fire and flying around. something that gives a good baseline, or default which is great on its own, but if modders want you know they can tweak it.

    3) also would like to see an interface that doesn't rely so heavily on going into tab to control elements of your ship. like going into tab to change the firing priorities of turrets, there would be many unintrusive ways of putting turrets on the hud with the ability to select what they fire at instead of just dumping everything about ship controls into tab. should be able to have a toggle to HOLD fire or fire at all, to quickly shut off guns. for example, like how X lowers or raises shields.
     
    #524
    Last edited: Feb 20, 2022
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  5. 3ndM4n

    3ndM4n Ensign

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    - The planets poles and the the zone where the two ends of the map collide/ connect together (vertical boundary), there shouldn't be any restriction (no building). Also you witness a delay when transitioning to the other side of the map. I know that this is extremely hard to realize and it would require a complete rework of map generation system, but for me it's worth it because it wouldn't break the immersion anymore.

    - When crossing the border between the atmosphere of the planet there's also a delay when going over to space. This feels like planet and space a seperate maps and this is not tolerable for a game from 2022.

    - Warp animation is also just not appropiate as it shows an one-sided animation and you can see that you just get teleported to the target location. It would be cool if you can see the surroundings what you see when not moving and maybe use the used animation with low opacity. It would be astounding to see how tremendously fast you move. It should be really no problem to integrate that into the game as it can be seen in other games like Elite: Dangerous.
     
    #525
  6. tezerakt

    tezerakt Ensign

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    1. Why not several factions per planet.? It s okay if there some planets with only one faction ,but in the common case there should be at least
    2 Factions, so that the player is more encouraged to interact with them and chosing a side. Its the best feature of the starter planet that there are several factions. It feels at the moment a little bit empty on Planets, because there is normally only one Faction present per Planet, depending in which region u search.

    2. The 3D Galaxy Map is not ideal to navigate , it would be easier if she gets a distinct shape, flater in y-axis. So it can still be very big or even unlimited. but maybe like in real with some cluster made of systems that are connected with some outstanding systems that has to be used to reach them. On this way some System gain strategical value. And opens devolpement for later implementations of Fortifications of whole Star systems.

    3. The Faction spheres ind the 3D Galaxy Map that identified the occupation of faction to the galaxy has to be replaced or changed for more flexibility . For Example: many little transparent colour boxes that merge together with boxes same colour and can overlap to indicates that several factions are competing on that system.

    Thx @Taski, i found the apropiate forum thread to propose this 3 ideas.
     
    #526
  7. dtmaster79

    dtmaster79 Ensign

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    1. Make structural integrity in the MP completely switchable. Each server operator can then decide for himself whether he wants it or not. It's a pity that you can't decide for yourself on your server whether it should be on or off.

    2. Make structural integrity in the MP completely switchable. Each server operator can then decide for himself whether he wants it or not. It's a pity that you can't decide for yourself on your server whether it should be on or off.

    3. Make structural integrity in the MP completely switchable. Each server operator can then decide for himself whether he wants it or not. It's a pity that you can't decide for yourself on your server whether it should be on or off.
     
    #527
  8. [420] OneHitta [57th]

    [420] OneHitta [57th] Ensign

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    1) Astic's mod features, specifically:
    a) auto-sort resources into specific containers (ie., ammo goes here, ingots go here, fuel goes here, etc.)
    b) designate fuel source container (similar to how ammunition boxes currently work) in order to automate fuel consumption
    c) display real-time feedback on container contents via LCD (ie., fuel capacity/%, ammo count, item health, container contents, etc.)

    2) Multiple repair bays per base/vessel, and repair console ability to select a source container.

    3) Base repair device/drone to repair blocks/template for BA structures.
     
    #528
  9. [420] OneHitta [57th]

    [420] OneHitta [57th] Ensign

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    Allow the harvester to collect harvest-able items such as spice, fiber, etc.

    It is a harvester after all, and they are harvest-able ;-)
     
    #529
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  10. me777

    me777 Commander

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    1. better scripting support (either with or without ASTIC's mod) specially control constructors and have working lcds in cockpit blocks (and put scrips on toolbar and have more toolbars)
    2. better resource harvesting, autominer, watercollector (the water collector is unrealistic it should need way less power and work way faster)... as base blocks, crop harvest by npcs (they need also food and pay)
    3. better way to repair bases, automatic repair device and way to see damaged blocks.
     
    #530
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  11. sof2man

    sof2man Ensign

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    Picking just 3 is clearly a challenge, but in my opinion, these 3 additions below would make Empyrion a much better game for all types of players, regardless of exactly how you are playing the game:

    - NPCs that can be hired, interacted with, and assigned to tasks. I imagine a situation where you can find NPCs for hire around the universe, sign them on to your faction for a certain hire-on fee, and then they would draw a monthly "salary" from your bank account while they remain in your employ: From then onward they appear in your faction menu and you can assign them to different locations belonging to your faction. I would love to have a home base with NPC guards that actually shoot at trespassers, NPC flight deck personnel that autonomously refuel and rearm incoming/outgoing ships, and NPC "tenders" that collect and distribute items and materials. Likewise, to be able to have NPC pilots take a collector ship and go harvest resources, or fly combat craft as my wingmen / escorts, or just transport fuel and oxygen from my production facilities planetside to my space stations. This system could optionally be extended quite a bit, for example by allowing NPCs to gain experience, making them more proficient at specific tasks.

    - More devices. Just in general, one thing that constantly strikes me is how few devices there are providing functionality for ships and bases. I can imagine all kinds of devices that don't seem like they would be that hard to add. "Klaxons/alarms" that produce an audible "alert" sound within a certain area when triggered; "music boxes" that allow you to set the music that plays within a certain area; "loudspeakers" that allow a player's voice input to be heard within a certain area, and perhaps also pre-recorded voice files when certain triggers occur. "Tractor beam" as either a turret or primary weapon for HVs and ships that allows you to "tow" another vessel without physically docking, even if the vessel to be towed is unpowered or even non-functional ( and of course assuming the towing vessel has the thrust needed to handle to extra mass). "Target dummy" device that can be attacked by friendly players and will take damage but then regenerate health automatically. "Control panel" that when interacted with, has virtual switches and signal logic for controlling circuits: Just like the main control panel for bases and ships, except this would allow you to create switches and circuits that can only be accessed from specific physical points in the game. "Moisture collector" that, when powered and exposed to atmosphere containing any traces of water, can collect small amounts water from the atmosphere to produce purified water bottles. "Video cameras" which can stream views of the areas where they are placed to the main control panel or to a "security console" physical access point. "Battery bank" that can receive "batteries" and, if empty, charge them with power from the base/ship supply, or use full batteries as additional "fuel" source: This would allow solar energy to be harvested and transported, creating the possibility for new avenues of development based on solar energy. "Thermal tap" that can provide another avenue of energy developed based on heat sources which could be tapped deep underground on some planet-types (ocean, temperate), or at lava rivers/pools on the surface when they are available, and transfer the collected energy to "capacitors" and "battery banks". "Wind turbine" for the same purpose as above, but to generate electrical energy from available surface winds instead of heat sources. Besides allowing more specialization of bases, this would allow players to develop an energy economy specific to the world they are operating on. "Configurable displays" that can be placed and linked to an input such as the fuel gauge, o2 gauge, or "video cameras" so they dynamically display the current state all the time. "Modular airtight doors" that can be built block-by-block like modular windows. I could go on with the device list but, quite frankly, I would be happy with any new devices to make my bases and ships more functional/interactive!

    - Configurable gravity. I'd really like to see device settings that allow for finer control over this parameter, like choosing the spatial area a gravity generator will cover, and even the direction and intensity of the gravity. It should be easy to make a space station with consistent gravity everywhere, or a space station with gravity that changes wildly from one area to the next, or even a home on a high gravity world where the gravity just right around your house is reduced to a comfortable level.

    I can think of other things I would love added, but these are the ones that seem to me like they would deliver a big value for any Empyrion player.
     
    #531
  12. r3g

    r3g Ensign

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    1. Wheels, I want to make rover bases and race cars across a planet

    2. Modding Support, I really think this would bring in way more interest to the game

    3. More races, I think being able to play as a race other than human with its own benefits and disadvantages would make the gameplay more interesting
     
    #532
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  13. Silverlight

    Silverlight Ensign

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    COLLISION DAMAGE!!!!!
     
    #533
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  14. Searcher

    Searcher Lieutenant

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    1) what i want the most is the ability to interact with physical switches while in a command seat. yes, i can do it in control panel but that doesn't compare with a physical board above your head and on both sides with lots of switches like in a real cockpit or like in millenium falcon.

    2) i want a reason to go to the engine room, to make all the parts easily accessible and actually going there from time to time to fix them. parts must have a reliability. for that you must be very limited in producing the parts yourself, requiring a huge factory and many days for producing each. parts must be available for purchase instead and there can be expensive very reliable new parts and cheap used parts often requiring to be fixed in the same way as you upgrade them with some random materials and MI charges.

    this merges with another thing i want a lot that is the reason to go to every merchant i see because they may have some rare parts in a good condition which i can't yet produce myself.

    there's a new game called "Tin Can". flying a very old ship must be very similar to playing that game! producing your own parts can be complicated in the same way as in "Valheim" when you need like 7 different devices (enhancers) placed within a range of a crafting table to be able to produce more complex things. and this can give a reason for large bases where i can place all those devices needed to produce my own parts. because all the bases i build now have only a power source and a teleport.

    this also opens numerous possibilities like a limited number of expensive upgrades to increase the part reliability available at certain space stations, engineers to be hired or even drones who will go fix the parts for you, making one good part from 2 bad ones and so on. making profit by buying an old ship, repairing it and selling back could be hilarious! which requires ship salons where you can walk on a ship before buying it and where you can sell a whole ship and maybe even see it flying by later on.

    3) what i really really want badly is some delivery service from a simple one that will allow to trade from my ship to a renting a ship for delivery.

    for example i put the purchased items directly into the ship storage and sell things directly from the ship storage because why the hell should i carry tons of ore in my pockets when my ship is within a service range of the station. maybe not directly but by renting a storage at the base while on the ship via service menu and moving things there to be able to use this rented storage in the shops.

    but also why should i have a ship at all? i can teleport to the station, go to a manager to rent a storage, go to a merchant to fill that storage with ore then go to a transport service to order all the content of this storage to be delivered to a certain base or a ship for a price depending on mass and distance and maybe atmosphere density and gravity at destination. then teleport back and wait for a transport to come with a remotely accessible storage with my ore in it. isn't that cool?
     
    #534
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  15. Silverlight

    Silverlight Ensign

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    1) Block moving block device - real retracting guns and devices (like piston diagonal, orbiting etc.). Limited use maybe.

    2) Underwater content with utilisation of HV? HV has little use in game so far.

    3) CUSTOM KEYSBINDS
     
    #535
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  16. Metalmax

    Metalmax Ensign

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    1. Complete remake and minimalistic UI without the annoying beeping sound.
    2. Replacing outdated graphics.
    3. Community contribution for npc, mobs, plants, structures like Warframe has.
     
    #536
  17. LootMaster

    LootMaster Ensign

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    1) A research function linked to the registry and the map. I want a easy way to find the closest Polaris Trade Station or all the planets with gold i have already discoverd

    2) Airtight elevators : Elevators could have transparent glass or full metal walls.

    3) Shield should prevent painting or removing blocks on a base or a ship.
     
    #537
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  18. megs

    megs Lieutenant

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    usefull in persitant worlds
    ---------------------------------
    1 . concerning auto O2 reload from water/ice:
    - An Automatic device to peek directly water in lakes and make oxygen to refill O2 CAN into a nearby base ( need a physical connexion with BASE structure) ( refilling should increase slowly 10u/minutes and taking base power 100-200W) until O2 can is full.
    - An automatic device to Peek some ice/water can in an inventory to make oxygen automaticaly 10u/minutes and taking base power 100-200W) until O2 can is full
    - Should be the same device...
    - in water(no inv use, like water pump; using water efficiency multiplier for production) or inventory controler use( efficiency 100% until ice or water remain).
    - case of inventory use : regulation is made with reloading time amount.
    -( Usable in Base lvl 15 and CV 20)
    - one unity max in structure

    2 . concerning auto fuel reload from promethium ore:
    - An Automatic device to peek promethium ore ( in container controler) and make power refuelling into a base ( need a physical connexion with BASE structure), should be same cost of basic promethium can, and same effect in refueling eatch minutes. no power cost, because product intself his power,
    -regulation is made with reloading time amount until promethium ore remain or can is full.
    -( usable in base lvl 15 and CV 20).
    - one unity max in structure

    3. Permit Solar panel on CVs ( as in Reforged eden )
     
    #538
    Last edited: Jun 7, 2022
  19. me777

    me777 Commander

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    I have posted bevore, but my prioritys have changed...
    1) control turrets from toolbar:
    have saved settings for the turrets switchable by button press. (bonus would to have a button to shoot at the crosshair)
    2) nested docking
    3) Improved modding support (control constructors, and everything ASTIC and other modders ask for)
     
    #539
  20. Zafaron

    Zafaron Lieutenant

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    1. Friendly AI pilots for your vessels that you can hire/train, even if they just stay roughly in formation.
    2. Hotspot defense locations that enemy AI will try to capture/hold/recapture.
    3. Friendly drone production/launch facilities that you can assign waypoints to.
     
    #540

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