aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 16, 2016 14:29:16 GMT
So I've spent a couple of hours so far playing, and have beaten missions up through orbital fallout.
And here's some things I've noticed that might make life much, much easier on the player:
1: the maneuver node editor could stand to be a little more like KSP's, rotating to account for changes in orbit in real time. This would especially make plane change maneuvers much simpler.
2: battles should start paused to account for the fact that battle plans would have been programed intro the tactical computers in the hours leading up to the battle, so that the crew wouldn't need superhuman reflexes. Likewise, we need ways to accelerate and decelerate the flow of time to account for the fact that the battle is being run by computers with limited "human" input once battle is joined.
Edit: okay, the ability to select subsystem targets before battle should have come in a much earlier tutorial. Nice.
3: missiles seen to always, well, miss. They seem to pass behind the target a lot. I feel like they don't lead their target, unlike modern air combat missiles. Is this behavior intentional? Also, 3a: the ability to set proximity fusing for missiles while in combat would be nice. Especially for flak missiles whose fragments remain dangerous out to much longer ranges than the nukes. With this I could greatly increase both their accuracy and the spread of damage I wish to inflict.
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 16, 2016 14:37:52 GMT
Right, one more: cloud saves. I'm using both desktop and laptop for testing purposes, and is be nice to keep my progress between them
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aiyel
Junior Member
Posts: 83
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Post by aiyel on Aug 18, 2016 3:57:33 GMT
In the future, it might be interesting to have more guidance options for missiles than simply heater. Active Radar homing at the very least should be a viable terminal guidance method.
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