Post by argonbalt on Aug 24, 2016 21:10:02 GMT
SO after playing through the game to the battle of Ceres mission i have found some problems
Specifically modules and combat. Basically i feel that the modules section is arguably the most important section of command in the fierce split second battles. The list goes something like this in my mind:
3rd priority: Enemy/friendly ship selection
2nd priority: Friendly ship combat orders
1rst priority: Allied/Enemy module activation/targeting
Unfortunately while i think over all the interface is really well polished and designed, the importance of the modules section is hampered by it's relative size in relation to what i could actively select, having to scroll through a tiny window while also eyeing my range finder and the current actual engagement is not very good. Granted this can be mitigated in numerous simple ways. For one simply being able to expand the modules window would be nice, in fact scale able combat windows would be amazingly useful(similar to Kerbal Space Programs albeit modded window set up) that way captains could be free to prioritise the necessary information to their specific tactical demands. Alternatively to simply re sizing, queuing would be another option. For example a simple scenario:
A missile skirmisher with nuclear strike missiles and a handful of rail cannons
vs
A laser cruiser with some UV lasers and some 60mm cannons
With queuing i could instruct my missiles to prioritise the radiators and engines, then only after those units are out of commission any surviving rounds could return or adjust to hit the power plant and fuel cells. Meanwhile i que up my rail cannons to go for the enemies cannons and after destruction, que to strafe the hull looking to pop the hab module. This would help make a A-B-C way point system for orders from captains. From that a dynamic mission plan can then change things up depending on the mission priorities.
I also think this is a preferable to in combat time dilation as it is more realistic to real world tactical and strategic planning. But basically i would really REALLY love to have a better modules section, or at least a bigger one that could use some of the space on the left of the screen which is now mostly empty brackets for ships or aesthetic interface decoration.
All in all everything else seems pretty great!
Specifically modules and combat. Basically i feel that the modules section is arguably the most important section of command in the fierce split second battles. The list goes something like this in my mind:
3rd priority: Enemy/friendly ship selection
2nd priority: Friendly ship combat orders
1rst priority: Allied/Enemy module activation/targeting
Unfortunately while i think over all the interface is really well polished and designed, the importance of the modules section is hampered by it's relative size in relation to what i could actively select, having to scroll through a tiny window while also eyeing my range finder and the current actual engagement is not very good. Granted this can be mitigated in numerous simple ways. For one simply being able to expand the modules window would be nice, in fact scale able combat windows would be amazingly useful(similar to Kerbal Space Programs albeit modded window set up) that way captains could be free to prioritise the necessary information to their specific tactical demands. Alternatively to simply re sizing, queuing would be another option. For example a simple scenario:
A missile skirmisher with nuclear strike missiles and a handful of rail cannons
vs
A laser cruiser with some UV lasers and some 60mm cannons
With queuing i could instruct my missiles to prioritise the radiators and engines, then only after those units are out of commission any surviving rounds could return or adjust to hit the power plant and fuel cells. Meanwhile i que up my rail cannons to go for the enemies cannons and after destruction, que to strafe the hull looking to pop the hab module. This would help make a A-B-C way point system for orders from captains. From that a dynamic mission plan can then change things up depending on the mission priorities.
I also think this is a preferable to in combat time dilation as it is more realistic to real world tactical and strategic planning. But basically i would really REALLY love to have a better modules section, or at least a bigger one that could use some of the space on the left of the screen which is now mostly empty brackets for ships or aesthetic interface decoration.
All in all everything else seems pretty great!