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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

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-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

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-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

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-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

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-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

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-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

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-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?

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-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

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-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

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-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

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-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

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-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

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-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

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-"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?

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-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


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Post edited April 13, 2015 by Catrhis

-Possibility to scan other ships cargo and equipped weapon systems, even when cloaked
Use 'P' for horizontal alignment, then turn left/right until you see the station.

-Reduced range for PTE disruptor, disperse after travelling a set distance. If possible reactivation time reduced
by the firewall
I think Ryen III does that. Your ship is not much faster or can be easily manouvered but you get nearly never shot out of PTE due to high firewall.

-Upgrade module to shields and/or hull, similarly how kepler beam work? Very expansive, boost resistance etc
I would like to be able to utilize smaller ships later in the game, like a Destroyer class with cloaking to be a badass killer. At the moment it has by far to little battery energy and weapons to be any threat to bigger ships. Battery upgrades and more weapons for certain classes :)

-"Space Wolf" perk working against EMP nebulas too
I think the perks are kind of useless, except for the extra damage. Here they could also put stuff like extra shields and other general resistances, but then there would be no point in having different classes like the Engineer has Shields, the Commander resistances while repairing himself and the Gunner kills stuff?
Post edited April 13, 2015 by disi
We are reading suggestions, Catrhis, don't worry. :)

As for suggestions we have a dedicated topic on official forum for them cause we cannot remember all of them posted across three different forums (Steam, GoG and official).

http://www.starpointgemini.com/forum/forumdisplay.php?fid=12

We will consider these suggestions nevertheless. I like the idea about multiplatform turret systems, we'll see if it will be possible to implement.

A command to target nearest friendly station is a nice idea, I agree.

As for cloaking, I think it's overpowered as it is. I can move behind the ship, board and capture it without even firing my weapon or losing the cloak. So giving it even more options to minimize the risk of capturing invaluable ship would be too much, if you ask me. :)

Message while you're cloaked is not the best solution. Agreed and noted, We'll see about that. But even when it sounds simple it's not always easy to implement a new feature.

Improved scanners - noted. Someone already asked about that.

As for additionl upgrades like Keppler beam, there will be more options in the future, thank you for pointing it out.

Any cosmetic changes like planet landing animation, or as you mentioned boarding with sounds are currently not the highest ones on our to-do list cause we're trying to develop as much new content as we can.

Smuggling question was already asked and even smuggling missions with higher rewards. Noted.

Changing boarding mechanic is something we will keep in mind, but I cannot promise you that we'll be able to change the mechanic in the current game. :-/

I don't like how grappler works now. I think it's too easy. In Beta, you couldn't tow a ship for more then 1/3 impulse power, now people wanna tow at full PTE speed. I think that getting a ship which will give you tons of money is a reward enough, I think that towing it slower is not boring, it's just second part of capturing work which will yield a nice reward. It like having a tow truck and wanting to go full speed at highway with it attached. Either you woul trash the car, or truck or at least damage it. :)

Many people consider heroes to be hard as they are if they are same level as the player. Having uniqu weapons should mean that you could probably loot those weapons if you kill them which is also dangerous thing to do cause it can ruin game balance. We are constantly thinking about balance of the game and there is always room for progress so bear that in mind. One unique weapon can make all the difference. :)

As for RPG part, just as in most other RPG games we can't add unlimited progression cause any content we would add later would be pointless. By the time the expansion hits, some players will be last level, while you will be a GOD. How will the expansion be challenging for you? Unless we completely change game RPG mechanics which we can't at this point. You can progress via money making, and in Steam version, you get in-game bonuses for all achievements, you can also get all blueprints and stuff, but leveling up past last level is something it would be impossible to do at this point and still keep new content fun and challenging.

I'll have to check Space Wolf, who knows, maybe it's some kind of a bug or something. Thanks for metioning it.

SInce there are literally hundreds of places where you can rearm your missiles, I can tell you that it would be too much of a hassle to implement that option. Cars go to gas stations to refuel, you go to space stations to rearm, think of it like that. :)

Thank you for all the ideas, I tried to answer most of them.

I also encourage you to register on official forum and join our community there. :)

Fly safe captains!
IMHO, remove the perks entirely.
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disi: IMHO, remove the perks entirely.
Not as easy as it sounds, it would mess up with complete game balance. :-/ Believe me, disi, we sometimes add one slight change on one enhancement and realize a week later we broke the game balance with that. Now if we completely remove one game mechanic, do you know what would it look like? :)
While I realize that it's unlikely to happen due to the work involved, if I was going to suggest a change to the perks it would be the ones that are just flat "+XX% damage with this type of weapon" ones. They essentially become mandatory, but worse than that, they're boring. Perks that alter the general behavior of your weapons (similar to what Kepler mods do, but not limited to one weapon type) or that enhance some trait at the expense of another (again, similar to the Kepler beam's three-point setting, but as a perk) would be a much better alternative since they'd involve some sort of trade-off (even if it's just a case of prioritizing which properties you want to spend points on).
Since the Perks are the same for all classes, they could be used to balance them out?

Repair/Resi-Perks (like the Commander)
Shield Perks (like the Engineer)
Weapon Perks (like the Gunner)

They should of course not be as strong as the class skills and produce an egg-laying wool-milk-sow :)
Or you go full class and even take all those perks as well.
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Garran: While I realize that it's unlikely to happen due to the work involved, if I was going to suggest a change to the perks it would be the ones that are just flat "+XX% damage with this type of weapon" ones. They essentially become mandatory, but worse than that, they're boring. Perks that alter the general behavior of your weapons (similar to what Kepler mods do, but not limited to one weapon type) or that enhance some trait at the expense of another (again, similar to the Kepler beam's three-point setting, but as a perk) would be a much better alternative since they'd involve some sort of trade-off (even if it's just a case of prioritizing which properties you want to spend points on).
Even if it doesn't happen in SPG2, we still welcome all suggestions so we can consider them for next project be it Starpoint Gemini 3, Hello Kitty in Space or something else... :)