karl
New Member
Posts: 14
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Post by karl on Sept 14, 2016 18:32:21 GMT
Some notes from recent testing (now that I have finally setup my computer after moving.) So far no crashes. (:
Combat UI: - Show numerical remaining/total on ammunition bars - Pause at the start of combat to set orientation and launch initial countermeasures. Even though we are closing at kilometers a second we know when we are going to close. Having to rush to find the right ship and then the right subsystem is an annoying artificial restriction. - Movement order to maintain orientation relative to other ship (useful for large non-gimbaled "keel" guns), even better would be setting a priority weapon and have the ship try and keep that in the arc of fire.
Maneuvering UI: - Add option to release burn node (tangential, radial, out of plane) on mouse up event (none of the other UI components require a second click to disengage.) - Tell us what enemy fleet evaded which of our fleet, add option to attempt to auto-correct. - Have a list of intercepts and time until (top right?), optionally a list of broken intercepts since the last turn was run. - List of fleets so we don't have to hunt through a stack of them (bottom left?) - Allow node adjustment even when the mouse hits the edge of the screen
General questions: - Does maneuvering in combat change the orbit out of combat?
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Post by qswitched on Sept 14, 2016 19:20:34 GMT
Thanks! Good stuff, very small do-able items. I'll try to get some of this in by next build. - Movement order to maintain orientation relative to other ship (useful for large non-gimbaled "keel" guns), even better would be setting a priority weapon and have the ship try and keep that in the arc of fire. Currently, the broadside order should do this (it picks the longest range weapon for its orientation, and it picks the largest threat in range to focus on). - List of fleets so we don't have to hunt through a stack of them (bottom left?) Does the top left select button provide what you want for this? - Does maneuvering in combat change the orbit out of combat? Yes and no. If the delta-v cost to recorrect one's orbit is marginal, ships spend the delta-v and keep their orbit identical after combat. If the delta-v cost is significant (or the drives have been knocked out), then the orbit will be different post-combat.
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karl
New Member
Posts: 14
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Post by karl on Sept 20, 2016 14:58:27 GMT
If broadside does pick the largest weapon this is a confusing name for keel mounted weapons. Much like how you found missiles with sloped noses were more survivable my ship construction idea was nose mounted weapons. I'm not sure what a good replacement name would be. "Focus fire" "Target"? \:
Have to go check the top left select button to double check as I'm at work. However if memory serves that only lets you select from fleets that are co-located. I was looking for a listing of all fleets under my control.
Having an option not to correct post combat orbit changes might be nice for very tight delta-v situations. Maybe a pop-up after leaving combat so you can see what the new orbit looks like. Probably a feature for a future release as it sounds non-trivial.
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Post by argonbalt on Sept 20, 2016 16:04:14 GMT
If broadside does pick the largest weapon this is a confusing name for keel mounted weapons. Much like how you found missiles with sloped noses were more survivable my ship construction idea was nose mounted weapons. I'm not sure what a good replacement name would be. "Focus fire" "Target"? \: Have to go check the top left select button to double check as I'm at work. However if memory serves that only lets you select from fleets that are co-located. I was looking for a listing of all fleets under my control. Having an option not to correct post combat orbit changes might be nice for very tight delta-v situations. Maybe a pop-up after leaving combat so you can see what the new orbit looks like. Probably a feature for a future release as it sounds non-trivial. Yeah Broadsides sounds very cool but inevitably actually means "longest gun oriented towards target" i have brought up before that multi gun nose areas are a needed addition.
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