Posted April 12, 2015
This thread is here to host possible suggestion for the planned expansion of this game, perhaps patches too where possible, it would be practical if other users post a few of their own suggestion here too as we ask if LGM can give us a definitive answer on them.
I can update this first post so that anyone reading this thread already know what has been already asked and hopefully, we all can get a clearer idea on how the future game plus expansion and dlc will look like, sticking this thread would help as well
Hopefully i am not making a fool of myself and LGM will reply these suggestions, Well then, here it comes
-An option to target nearest friendly station
When your ship is close to a friendly station but the camera is looking somewhere else, the only way to precisely lock on the station is to open the Starmap and place a Way Point there. Having a single button to press that would automatically target the closest friendly station would help improve the UI without requiring too much work from the devs
Reply:
-Possibility to scan other ships cargo and equipped weapon systems, even when cloaked
It would be interesting to being able to scan other ships cargo to look for potential "boarding victims", so to improve the player efficiency when "pirating", just in case the ship is too far from any possible ally or neutral station and doesn't worth the tow. Would also improve realism a bit.
If the cargo is randomly chosen only when the ship is captured to minimize the use of resource by the game, when the ship get too far from the player or the game is loaded the data can simply be discarded
Reply:
-Multi platform turret system for Titan Class ships
We has been already told that Titan class ships will appear in the expansion as it has been requested from the players, but such ship are enormous in comparison to "normal" ships classes, the methods used till now to equip turrets on ships seems quite inefficient for this particular class
How about platform that need to be built on the ships and then those platform can be equipped with different kind of turrets? In this way a player can have 2 or even 3 different type of cannons shooting from the same side, like mixing up Railguns and Beams for improved effectiveness in combat
This can already be done by switching turrets positioning on a ship, but that require modding all the various ships and the AI can become somewhat inefficient or using a custom ship class, while doable integrating this possibility by default on Titan class ships would definitely be an interesting uniqueness for this new super ship class
Reply:
-Enemy ships cannot ambush you while cloaked, or at least no message if the enemy group can't see you (while travelling)
This is more an immersion breaking details then anything, but even when cloaked the enemy ships spawning on your PTE path will still message you about your cargo, of course being unable to see you they do nothing. The point is that while cloaked unless their ships sensor manage to detect you, they shouldn't be able to message you at all, but right now they do...
Either give them a chance to force your ship out of cloak or ignore me completely
Reply:
-Reduced range for PTE disruptor, disperse after travelling a set distance. If possible reactivation time reduced
by the firewall
PTE disruptor is way too annoying as it is, in fact even when travelling in PTE through an enemy region at full speed and ignoring all the enemy ships, sometimes a PTE disruptor is launched at you and it continue to follow you indefinitely, even for 3 or more sector, then suddenly when you stop it manage to reach you and disable your PTE capability in the middle of nowhere, or in allied controlled zone
It would make much more sense if the PTE disruptor is unable to continue tracing you after a certain distance is travelled, limiting it's range. Would also be interesting if some items or ability of the player/engine like the firewall for example, could give a chance to prevent the PTE disruptor form working at all, like half the firewall % chance for example
Reply:
-A scanner that can detect resources at limited range, and can tell you exactly what it is a very close range
Would ease up resource gathering, especially in nebulas. Would also improve asteroid mining efficiency as the player will be able to choose if using a borehole torpedo is worth the resources or not. I know that you can just shot the asteroid and be done with it, but being able to choose will make the game more realistic for who decide to make money by mining and cut off the time required to constantly get back to station to sell everything multiple times
Reply:
-Upgrade module to shields and/or hull, similarly how kepler beam work? Very expansive, boost resistance etc
Kepler beam customization is pretty much the real reward for finishing up the "Secrets of Aethera" DLC. How about the possibility to make custom shields with additional abilities customizable just like the beam?
Reply:
-Boarding with sounds, similar on how it work in X3 Terran Conflict. Boarding being a longer process, enemy ships "visibly suffering" from boarding, like system going off-line. Boarding party communicate with you, one way, and tell you their progress
More a whimsical wish then anything, but it would be pretty cool, hopefully not too complicated to implement either. The longer and more meaningful boarding procedure will also somewhat mitigate the overpowered process that boarding it atm
Reply:
-Boarding party capable disabling only a selected system, or systems on enemy ship. Far less resistance and much easier then fully assaulting the ship, chance of failure of course, still take some time depending on the ship size. Damaged system remain off-line for a limited time, or is destroyed, depending on border strength vs defending crew strength
An interesting mechanics for when the expansion will introduce the possibility to assault space station, if ever, or other Titan class ships. Also helpful if boarding will become more complex in the future, would also give boarding a more meaningful tactical approach
Reply:
-Some device or ability that increase smuggling probabilities on planets successfully, and if possible, Possibility to smuggle even on hostile planets
With a base chance decreasing the bigger the ship is, even if cloak capable, smuggling on planets with anything bigger then a cruiser is more often then not a wasted effort, if something could rebalance up this stat, maybe it will make the smuggling process for bigger ships a possibility.
Being able to smuggle on hostile planets would also add another small layer of complexity to the game, without being too difficult to code in presume
Reply:
-Improved Tractor Beam that can tow a ship more efficiently, even at full impulse speed. Perhaps an ench. Maybe a special kind of grapple that cannot target "active ships", only disabled ones?
For all the ships hoarder out there, i know i am one. Easier towing hostile ships to sell too. Pretty useful if the expansion add the possibility to have your very own station with custom research and what not, gonna be quite expansive re modernizing or building a space station i bet
While having to go slower when towing a ship make sense, it's also somewhat boring for a player that decide to "specialize" in this peculiar methods of money gathering, and having a specialized grappler not usable in combat should compensate for this capacity nicely
Reply:
-Possibility to make custom weapons, even heavy ones. Heroes should have some peculiar random weapon too
Possibility to make your own custom Railgun or Plasma cannon similarly as the kepler beam, with different options of course. Same for heavy weapons
Heroes could also step up a bit by having some random custom weapon as well, making them more unique
Reply:
-Unlimited progression, or at least redo the same last level to increase skill points and perks
Adding the possibility for unlimited progression in this game, gaining even more skills and perks as a result. Quite useful especially if more perks to manage stations are added in the game
Reply:
-"Space Wolf" perk working against EMP nebulas too
I don't know about the others, but passing through and EMP nebulas is quite annoying, at least the "Space Wolf" perk reduce the damage against radiation and with the DLC at a certain point it's mandatory to get improved shielding against radioactive damage; but there is nothing against EMP areas
Sure you can just try to avoid them, but that's not the point. Beside shouldn't the "Space Wolf" perk help mitigate all possible damage related to the environment? Isn't exactly what this perk mean?
Reply:
-Possibility to carry heavy weapons ammo in the ship cargo bay. Use heavy ammo from cargo bay to reload outside of battle
Heavy weapons usage is already very limited, doing very little damage, even the best ones, with the only exclusion of "The Reaper"; having the possibility to carry some ammo in the cargo bay and then reload the selected heavy weapon slowly (from 10 seconds to 1 minute depending on how much ammo has been expended) would help compensate for their limited usage
Of course if heavy weapons will be customizable in the future, this point become even more relevant
Reply:
I can update this first post so that anyone reading this thread already know what has been already asked and hopefully, we all can get a clearer idea on how the future game plus expansion and dlc will look like, sticking this thread would help as well
Hopefully i am not making a fool of myself and LGM will reply these suggestions, Well then, here it comes
-An option to target nearest friendly station
When your ship is close to a friendly station but the camera is looking somewhere else, the only way to precisely lock on the station is to open the Starmap and place a Way Point there. Having a single button to press that would automatically target the closest friendly station would help improve the UI without requiring too much work from the devs
Reply:
-Possibility to scan other ships cargo and equipped weapon systems, even when cloaked
It would be interesting to being able to scan other ships cargo to look for potential "boarding victims", so to improve the player efficiency when "pirating", just in case the ship is too far from any possible ally or neutral station and doesn't worth the tow. Would also improve realism a bit.
If the cargo is randomly chosen only when the ship is captured to minimize the use of resource by the game, when the ship get too far from the player or the game is loaded the data can simply be discarded
Reply:
-Multi platform turret system for Titan Class ships
We has been already told that Titan class ships will appear in the expansion as it has been requested from the players, but such ship are enormous in comparison to "normal" ships classes, the methods used till now to equip turrets on ships seems quite inefficient for this particular class
How about platform that need to be built on the ships and then those platform can be equipped with different kind of turrets? In this way a player can have 2 or even 3 different type of cannons shooting from the same side, like mixing up Railguns and Beams for improved effectiveness in combat
This can already be done by switching turrets positioning on a ship, but that require modding all the various ships and the AI can become somewhat inefficient or using a custom ship class, while doable integrating this possibility by default on Titan class ships would definitely be an interesting uniqueness for this new super ship class
Reply:
-Enemy ships cannot ambush you while cloaked, or at least no message if the enemy group can't see you (while travelling)
This is more an immersion breaking details then anything, but even when cloaked the enemy ships spawning on your PTE path will still message you about your cargo, of course being unable to see you they do nothing. The point is that while cloaked unless their ships sensor manage to detect you, they shouldn't be able to message you at all, but right now they do...
Either give them a chance to force your ship out of cloak or ignore me completely
Reply:
-Reduced range for PTE disruptor, disperse after travelling a set distance. If possible reactivation time reduced
by the firewall
PTE disruptor is way too annoying as it is, in fact even when travelling in PTE through an enemy region at full speed and ignoring all the enemy ships, sometimes a PTE disruptor is launched at you and it continue to follow you indefinitely, even for 3 or more sector, then suddenly when you stop it manage to reach you and disable your PTE capability in the middle of nowhere, or in allied controlled zone
It would make much more sense if the PTE disruptor is unable to continue tracing you after a certain distance is travelled, limiting it's range. Would also be interesting if some items or ability of the player/engine like the firewall for example, could give a chance to prevent the PTE disruptor form working at all, like half the firewall % chance for example
Reply:
-A scanner that can detect resources at limited range, and can tell you exactly what it is a very close range
Would ease up resource gathering, especially in nebulas. Would also improve asteroid mining efficiency as the player will be able to choose if using a borehole torpedo is worth the resources or not. I know that you can just shot the asteroid and be done with it, but being able to choose will make the game more realistic for who decide to make money by mining and cut off the time required to constantly get back to station to sell everything multiple times
Reply:
-Upgrade module to shields and/or hull, similarly how kepler beam work? Very expansive, boost resistance etc
Kepler beam customization is pretty much the real reward for finishing up the "Secrets of Aethera" DLC. How about the possibility to make custom shields with additional abilities customizable just like the beam?
Reply:
-Boarding with sounds, similar on how it work in X3 Terran Conflict. Boarding being a longer process, enemy ships "visibly suffering" from boarding, like system going off-line. Boarding party communicate with you, one way, and tell you their progress
More a whimsical wish then anything, but it would be pretty cool, hopefully not too complicated to implement either. The longer and more meaningful boarding procedure will also somewhat mitigate the overpowered process that boarding it atm
Reply:
-Boarding party capable disabling only a selected system, or systems on enemy ship. Far less resistance and much easier then fully assaulting the ship, chance of failure of course, still take some time depending on the ship size. Damaged system remain off-line for a limited time, or is destroyed, depending on border strength vs defending crew strength
An interesting mechanics for when the expansion will introduce the possibility to assault space station, if ever, or other Titan class ships. Also helpful if boarding will become more complex in the future, would also give boarding a more meaningful tactical approach
Reply:
-Some device or ability that increase smuggling probabilities on planets successfully, and if possible, Possibility to smuggle even on hostile planets
With a base chance decreasing the bigger the ship is, even if cloak capable, smuggling on planets with anything bigger then a cruiser is more often then not a wasted effort, if something could rebalance up this stat, maybe it will make the smuggling process for bigger ships a possibility.
Being able to smuggle on hostile planets would also add another small layer of complexity to the game, without being too difficult to code in presume
Reply:
-Improved Tractor Beam that can tow a ship more efficiently, even at full impulse speed. Perhaps an ench. Maybe a special kind of grapple that cannot target "active ships", only disabled ones?
For all the ships hoarder out there, i know i am one. Easier towing hostile ships to sell too. Pretty useful if the expansion add the possibility to have your very own station with custom research and what not, gonna be quite expansive re modernizing or building a space station i bet
While having to go slower when towing a ship make sense, it's also somewhat boring for a player that decide to "specialize" in this peculiar methods of money gathering, and having a specialized grappler not usable in combat should compensate for this capacity nicely
Reply:
-Possibility to make custom weapons, even heavy ones. Heroes should have some peculiar random weapon too
Possibility to make your own custom Railgun or Plasma cannon similarly as the kepler beam, with different options of course. Same for heavy weapons
Heroes could also step up a bit by having some random custom weapon as well, making them more unique
Reply:
-Unlimited progression, or at least redo the same last level to increase skill points and perks
Adding the possibility for unlimited progression in this game, gaining even more skills and perks as a result. Quite useful especially if more perks to manage stations are added in the game
Reply:
-"Space Wolf" perk working against EMP nebulas too
I don't know about the others, but passing through and EMP nebulas is quite annoying, at least the "Space Wolf" perk reduce the damage against radiation and with the DLC at a certain point it's mandatory to get improved shielding against radioactive damage; but there is nothing against EMP areas
Sure you can just try to avoid them, but that's not the point. Beside shouldn't the "Space Wolf" perk help mitigate all possible damage related to the environment? Isn't exactly what this perk mean?
Reply:
-Possibility to carry heavy weapons ammo in the ship cargo bay. Use heavy ammo from cargo bay to reload outside of battle
Heavy weapons usage is already very limited, doing very little damage, even the best ones, with the only exclusion of "The Reaper"; having the possibility to carry some ammo in the cargo bay and then reload the selected heavy weapon slowly (from 10 seconds to 1 minute depending on how much ammo has been expended) would help compensate for their limited usage
Of course if heavy weapons will be customizable in the future, this point become even more relevant
Reply:
Post edited April 13, 2015 by Catrhis