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Post by quarkster on Sept 30, 2016 15:56:15 GMT
While we're putting stuff on a wishlist, I'll try to restrict myself to some pretty simple Quality of Life stuff. - The ability to name modules. As a stopgap you might be able to name modules by editing the user designs file.
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Post by cardshark on Sept 30, 2016 18:10:59 GMT
First simple idea led to the second much more complex one. -Ability to start a custom battle with multiple separate fleets each side in different orbits -Mission Editor. Size of battlefield, victory conditions, fleet number, storages status and position, etc. Because that would be in my opinion a major point to make the game a long term success.
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Post by beta on Sept 30, 2016 20:40:13 GMT
First simple idea led to the second much more complex one. -Ability to start a custom battle with multiple separate fleets each side in different orbits -Mission Editor. Size of battlefield, victory conditions, fleet number, storages status and position, etc. Because that would be in my opinion a major point to make the game a long term success. A editor so users can make their own campaign-style missions would be excellent and increase the game's life tremendously.
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Post by subyng on Oct 1, 2016 0:12:29 GMT
I think a really useful feature to have during combat is a match relative velocity button.
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Post by pokington on Oct 1, 2016 13:06:53 GMT
I think a really useful feature to have during combat is a match relative velocity button. Also nice would be a "maintain distance" setting, that lets you set your desired engagement distance even while broadsiding. If my railguns outrange his, I'm going to stay out of his cone of fire if I can.
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Post by pokington on Oct 1, 2016 16:09:51 GMT
While we're putting stuff on a wishlist, I'll try to restrict myself to some pretty simple Quality of Life stuff. - The ability to name modules. As a stopgap you might be able to name modules by editing the user designs file. Does not appear to work, unfortunately. It does not affect the name shown in-game and it reverts back to the default name in the UserDesign file if you edit the module.
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Post by Crazy Tom on Oct 3, 2016 1:32:01 GMT
OK, I'm going to be re-organizing my main list sometime this week, but in the meantime, I'm going to present my new stuff in a different format: AI Behaviour Fly-by Fix - Right now the AI's fly-by mechanic seems weird - I can put it on a manual intercept course, and as it's lined up, if I click the fly-by button, the missile will accelerate toward the target, wasting more dV that it would take to intercept. Something weird is clearly happening here. A fly-by should minimize the amount of dV needed to enter engagement range, and thus should only expend dV to correct any lateral motion relative to the target. Nerf Flares/Improve Missile Tracking - Right now if a ship launches flares, retracts radiators and shuts down engines, the missiles will ignore it completely. With that in mind I have several proposals: - Target the Blob: Modern missiles can actually distinguish the image of the vehicle they are pursuing in IR. Missiles should thus be less likely to go after point sources of heat and instead go towards cooler 'blobs'.
- Lead the Target: Missiles right now tend to strike the engines and that's about it. I would like them to instead lead the heat source by a distance between zero and the length of the target (each missile can have a value determined at random to ensure an even spread).
- Lateral Movement Only - Restrict missiles from accelerating towards the enemy once a certain closing velocity has been reached. Form that point on they may only apply lateral thrust. Canceling lateral motion is an old school, simple way to get a missile to hit a target.
Missile Allocation - Some way to designate which ship a group of missiles should target would be great. As it is they all just gang up on the biggest heat source. Very annoying when I need to take out a cutter first so that subsequent salvos will have better luck.
User Interface Import/Export Ship/Modules - Some sort of dedicated function for sharing designs among ourselves would be good. Admiral's Log - Some sort of in-game notepad for people to write down observations and ideas as they play, that can then be shared with others. Core and Radial Modules - I would like a check-mark in the module designer that will govern whether a module is treated as acore module (will stack upon other modules) or a radial modules (will be placed on top of other modules, most weapons are the later). This has lots of applications towards ship design. Better Mission Scoring - A more complex system that takes into account how much of your mass and cost allowance you used, how many crew died, ammo expended, etc.) Sandbox AI Settings - Nobody seems quite sure what they all mean exactly. An explanation would be great. Turret Default Pointing - Turrets seem to have difficulty pointing parallel to the hull, would like the option to make that the default orientation. Spinal Armor Wrapping: Instead of stopping at the base, can the procedural armor generator extend the hull armor up to the edge of the spinal weapon barrel? Game Content Chemically Comparable Tanks - The materials tanks are made of should be compatible with the fuels they carry (using what is essentially a reinforced milk jug to hold fluorine sounds like a bad idea). Technical and Combat Campaigns - Instead of tying the module and ship designer to the campaign, why not make a separate 'campaign' that's nothing but you having to design ships and modules that meet certain specifications? Fix Nuclear Reactor), NTR and MPD un-physicality (examples in the design threads). New Power Sources - Batteries, fuel cells, capacitors. Anything not to have to use RTGs for everything.
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Post by Carthienes on Oct 3, 2016 7:35:09 GMT
First simple idea led to the second much more complex one. -Ability to start a custom battle with multiple separate fleets each side in different orbits -Mission Editor. Size of battlefield, victory conditions, fleet number, storages status and position, etc. Because that would be in my opinion a major point to make the game a long term success. A editor so users can make their own campaign-style missions would be excellent and increase the game's life tremendously.
While we are at it, why not a proper Campaign Editor - one that lets users craft new Campaigns? (If it were capable of using variables, that would be even better)
On an entirely not-unrelated note; the Ability to export user-created content would also help immensely.
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Post by jakjakman on Oct 3, 2016 14:22:54 GMT
Can we please please please have a way to pause combat arbitrarily during combat (and be able to select new targets, give new orders, etc)? It usually devolves into a giant kludge as soon as the ships start firing and the views start shifting. Being able to pause combat, take stock of what I'm doing to the enemy and what they're doing to me, and give new orders would really up the playability and fun factor.
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Post by WafflesToo on Oct 3, 2016 17:11:43 GMT
Just one small request; I'd like the ability to see additional hash marks along the orbits to get a better idea of where units will be in relation to each other at different spots of their orbits at a glance.
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Post by thorneel on Oct 3, 2016 19:30:31 GMT
Given how many of us played KSP before, many of those should feel familiar:
- Custom control groups, for orders in combat: controlled with the 1-0 keys, each one can be customised for a specific set of orders (target X, activate Y weapon, order Homing to groups A and B...). At minima, they would be customised at combat start or in fleet inspection, though pre-mission and default groups from the editor would also be nice - Snap Mode when moving elements on the hull: a mode where elements move with discreet steps as if on a grid, instead of the continuous move of the default mode - Radial mode, where the element can be moved along the hull instead of only on the long axis. Inversely, a longitudinal mode could also be toggled, if someone wants to only move on radial - When changing the angle of an element, have the exact angle displayed - right now, it is only the exact angle for the small degrees, at 180° or more, only the tens are displayed
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Post by beta on Oct 3, 2016 20:13:22 GMT
... - Snap Mode when moving elements on the hull: a mode where elements move with discreet steps as if on a grid, instead of the continuous move of the default mode ... If I am understanding you right, you can do this with the nudge to front/nudge to back buttons for turrets and other externally mounted/facing stuff.
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Post by thorneel on Oct 3, 2016 22:59:10 GMT
Exactly, this would be a mode where mouse movement snaps the element into the same places that those front/back movement put the element.
Also, in addition to control groups: - A battle plan where orders can be prepared to be executed under specific conditions (after X time, when enemy is at Y distance...). Ideally with an option for plan templates, for example a plan for staggered missile attacks, where each missile group starts homing one after another with a set delay between them.
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Post by princesskibble on Oct 4, 2016 8:59:07 GMT
There should be more options for rocket fuel! We can armor our rockets in spider silk, but can't make engines that burn basic fuels like UDMH and N2O4? The choices are just too limited right now. Also it would be perf if there was some way to automatically attach propellant tanks in the exact right mixture ratio.
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Post by gedzilla on Jan 26, 2017 13:01:32 GMT
Most of the suggestions here are still relevant and useful.
Qswitched, please fulfill them
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