Ahoy there forum raider,
and thank you for stopping by.
Please read the following suggestions and leave some feedback,
allthough i am sure these ideas are not all totally new.
Let me start with what i think will not impair current gameplay:
The Shipyard and Statistics
As you surely know, the shipyard allows you to see the baseline statistics of any ship
purchaseable in that particular shipyard.
Yet a lot of valuable information is not included in that screen,
and to see basic statistical information on your current loadout,
you have to visit external calculators, or switch the ship and look
at the "stored" ship.
Now here is the suggestion:
Add valuable information to the shipyard screen, including acceleration per second in m/s,
deceleration per second in m/s, pitch,yaw and roll per second in degrees,
lateral and vertical acceleration/deceleration per second in m/s
and not to forget the placement of key modules (powerplant, engines, sensors,
life support, frameshift and cargo-hatch) on the ship with markers in the 3D model.
The latter is a key information on what angles to pursue a target and engage
effectively to cripple modules.
But also let us not stop there.
We pilots often want to see our stats, so we can check how the ship performs in the current
power configuration. Engines, shields and weapons perform differently when rerouting PIPS.
So we need a means to see the effect in numbers, to get a better feeling for the performance.
Here is how i think this could be integrated:
We got a nice little infoscreen situated between our legs,
yet all it shows is a tab "ship" where you get some flavour info on the
current ship and a tab "srv" showing you the srvs at hand, additionally
allowing you to board it.
Originally i thought of an implementation of information to the "info" ui-element,
but i think it is only a textbox. The bottom display however looks like it allready
is interacting with the text, the shipyard displays for every ship.
For pilots who do not use the screen we have no additional value of it being there,
and often curse, looking down on it, having the popping up ui obstruct view on sensor-readings.
An option to set the default behaviour of the screen would be necessary for the following suggestion,
so the pilot can decide if "ship" or "srv" is the default tab shown when looking at the module.
A contextual link between the tab "ship" would allow us to:
A) show current ship statistics/performance regarding power levels/module damage when no target is selected
akin to looking at the modified shipyard-statistical tab
B) show current target-subsystem info, as if you would have selected the tab "subsystem"
in the left ui-panel for the current locked target
C) show the target info, as if you would have selected the locked ship in the left ui-panel "contacts" tab,
to display bounty status, for 10 seconds after a finished KW-scan
D) show target cargo, as if you would have selected the locked on target and switched to "cargo" tab in
the left ui-panel, for 10 seconds after succesful cargo-scan
The HUD
Along with these comfortable addons, by using contextual display of information,
a rework of the colouring of the HUD would be apropriate.
It has been long anticipated, and the colouring matrix is a problematic instrument,
when deciding to choose green as HUD colour for an example.
Increasing visibility on the HUD also should regard the aiming-reticule for primary and
secondary firegroups, it is hard to distinguish between them when using weapons
with similar properties (pulse/beam).
Changes that do affect gameplay directly:
Chaff and weapons (fixed/gimbals)
Chaff currently is an effective means to counter gimballed weapon lock on,
and that is fine to me, as it is the primary way to counter the automatically aiming
gimbals.
However, chaff does not impair fixed weapons and their limited gimballing at all.
When i think of how the computer would calculate the point of convergence for
fixed weapons, i think he uses a simple means of measuring the distance.
But that means should be affected aswell, when a chaff-launcher paints the space in particles,
interfering with measurement and locking on.
My suggestion is, that when a ship with fixed weapons is attacking a currently
chaffing target, the automatic convergence of fixed weapons is prohibited.
This would let the chaff launcher retain some use for fighting players with fixed weaponry,
being only really effective at high ranges, but impairing sniping modules aswell.
It would force the fixed weapons to stay at the default convergence, much the same,
as if a ship with gimballed weapons, would have to unlock the target, to increase the chances to hit
manually.
The necessity of unlocking a target for gimballed weapons also is a nuisance.
After targetting the desired subsystem with gimbals, a chaffing target has to be deselected
to have a higher chance of hitting it from afar.
That is problematic, as the player has to then again lock on to target and select the subsystem,
loosing precious seconds in a fight.
To eliminate that problematic i suggest the implementation of a key-bind,
allowing gimballed weapons to fixiate them selves to frontal firing.
This fixiation should not allow any convergence, alike to the proposed changes for fixed weapons,
under the effect of chaff.
Last but not least, this change in chaff-performance would lead to more engagements
at closer range, allowing even for some use of turrets, as they are more accurate at
close range aswell.
To implement some more elements into the game to increase the impact of pilot skill,
an addition to these changes could be the manual setting of a fixed convergence range,
for weapons in the frontal firing mode (like sensor ranges can be set).
Please read the whole suggestion and leave your feedback.
Yours sincerely,
El Montega.
p.s. I welcome feedback from the developers aswell, nothing is worse,
than a hopefully sensible suggestion dying in the desert.
and thank you for stopping by.
Please read the following suggestions and leave some feedback,
allthough i am sure these ideas are not all totally new.
Let me start with what i think will not impair current gameplay:
The Shipyard and Statistics
As you surely know, the shipyard allows you to see the baseline statistics of any ship
purchaseable in that particular shipyard.
Yet a lot of valuable information is not included in that screen,
and to see basic statistical information on your current loadout,
you have to visit external calculators, or switch the ship and look
at the "stored" ship.
Now here is the suggestion:
Add valuable information to the shipyard screen, including acceleration per second in m/s,
deceleration per second in m/s, pitch,yaw and roll per second in degrees,
lateral and vertical acceleration/deceleration per second in m/s
and not to forget the placement of key modules (powerplant, engines, sensors,
life support, frameshift and cargo-hatch) on the ship with markers in the 3D model.
The latter is a key information on what angles to pursue a target and engage
effectively to cripple modules.
But also let us not stop there.
We pilots often want to see our stats, so we can check how the ship performs in the current
power configuration. Engines, shields and weapons perform differently when rerouting PIPS.
So we need a means to see the effect in numbers, to get a better feeling for the performance.
Here is how i think this could be integrated:
We got a nice little infoscreen situated between our legs,
yet all it shows is a tab "ship" where you get some flavour info on the
current ship and a tab "srv" showing you the srvs at hand, additionally
allowing you to board it.
Originally i thought of an implementation of information to the "info" ui-element,
but i think it is only a textbox. The bottom display however looks like it allready
is interacting with the text, the shipyard displays for every ship.
For pilots who do not use the screen we have no additional value of it being there,
and often curse, looking down on it, having the popping up ui obstruct view on sensor-readings.
An option to set the default behaviour of the screen would be necessary for the following suggestion,
so the pilot can decide if "ship" or "srv" is the default tab shown when looking at the module.
A contextual link between the tab "ship" would allow us to:
A) show current ship statistics/performance regarding power levels/module damage when no target is selected
akin to looking at the modified shipyard-statistical tab
B) show current target-subsystem info, as if you would have selected the tab "subsystem"
in the left ui-panel for the current locked target
C) show the target info, as if you would have selected the locked ship in the left ui-panel "contacts" tab,
to display bounty status, for 10 seconds after a finished KW-scan
D) show target cargo, as if you would have selected the locked on target and switched to "cargo" tab in
the left ui-panel, for 10 seconds after succesful cargo-scan
The HUD
Along with these comfortable addons, by using contextual display of information,
a rework of the colouring of the HUD would be apropriate.
It has been long anticipated, and the colouring matrix is a problematic instrument,
when deciding to choose green as HUD colour for an example.
Increasing visibility on the HUD also should regard the aiming-reticule for primary and
secondary firegroups, it is hard to distinguish between them when using weapons
with similar properties (pulse/beam).
Changes that do affect gameplay directly:
Chaff and weapons (fixed/gimbals)
Chaff currently is an effective means to counter gimballed weapon lock on,
and that is fine to me, as it is the primary way to counter the automatically aiming
gimbals.
However, chaff does not impair fixed weapons and their limited gimballing at all.
When i think of how the computer would calculate the point of convergence for
fixed weapons, i think he uses a simple means of measuring the distance.
But that means should be affected aswell, when a chaff-launcher paints the space in particles,
interfering with measurement and locking on.
My suggestion is, that when a ship with fixed weapons is attacking a currently
chaffing target, the automatic convergence of fixed weapons is prohibited.
This would let the chaff launcher retain some use for fighting players with fixed weaponry,
being only really effective at high ranges, but impairing sniping modules aswell.
It would force the fixed weapons to stay at the default convergence, much the same,
as if a ship with gimballed weapons, would have to unlock the target, to increase the chances to hit
manually.
The necessity of unlocking a target for gimballed weapons also is a nuisance.
After targetting the desired subsystem with gimbals, a chaffing target has to be deselected
to have a higher chance of hitting it from afar.
That is problematic, as the player has to then again lock on to target and select the subsystem,
loosing precious seconds in a fight.
To eliminate that problematic i suggest the implementation of a key-bind,
allowing gimballed weapons to fixiate them selves to frontal firing.
This fixiation should not allow any convergence, alike to the proposed changes for fixed weapons,
under the effect of chaff.
Last but not least, this change in chaff-performance would lead to more engagements
at closer range, allowing even for some use of turrets, as they are more accurate at
close range aswell.
To implement some more elements into the game to increase the impact of pilot skill,
an addition to these changes could be the manual setting of a fixed convergence range,
for weapons in the frontal firing mode (like sensor ranges can be set).
Please read the whole suggestion and leave your feedback.
Yours sincerely,
El Montega.
p.s. I welcome feedback from the developers aswell, nothing is worse,
than a hopefully sensible suggestion dying in the desert.
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