X-Terminator
Banned
SO we have so much new Placeholders but will these get developed as regular updates or be our next release 2.4?
So I'm really enjoying that all content is now put into place and the game has become incredibly smooth albeit bugs to iron out.
Now these are features which should naturally get developed once they get time and hopefully NOT wait until our next release as they are already Placeholders: -
HiRES between Rings: these need refineries added (prosperous resorts) in these places else why are any Ships hanging around there.
RES should have a Waypoint Beacon: just as Nav Beacons as to how we find them.
Checkpoint: a Military Base added else why that particular meeting point.
Looped USS Distress Calls/CZs etc.: to have completion Waves (I think some do already e.g. why we like to reset Instances).
CZs around Stations/Bases: there is no fighting around these for any takeovers.
Station's behaviour: if in Lockdown then close the letterbox (animation is in place) and Anarchy to have no Docking Request but hover any available pad to land (it already knows if you loiter so). Makes these quite eerie.
Fighter Orders: add "Scout & Scan Targets" (basic scanner) and "Aggressive" means attack WANTEDs before they even attack first.
2nd NPC Fighter: as 2 hangers are available and Player Crew can already do so.
NPC Crew: in Main Ship seats when available.
Wings for Multicrew perhaps.
SRV for Multicrew: alter nothing else for both Players & NPC Crew.
Holo-mes to follow any head-tracking movements: (HMD/TrackIR)- they already follow hand movements (although Mouse righthand is bugged) plus add lip sync movement when using mic and use VOIP (this was available 14years ago in Vietcong).
Multicrew functions for Gunner to use a Radar: he has one in cockpit yet not in 360 view and can not cycle Target but only select by sight or Select Wingman's Targets.
Multicrew to set Nav Routes: Helm may override.
TOGGLE Auto-Turret Modes in Fire Groups: extra control at hand for Auto-Turrets within Fire Groups.
HUD: put System info on lower left side next to it's existing name and make use of the loading times when it says "UNKNOWN" to say Star Type and Security Level & Government Type as they are already known in the GalMap and allow Panels to Function whilst in Witch Space for quick checks.
GalMap Target is a Ball: and slightly bigger instead of 2D circle on a flat plane which we need to tilt to even see!
Last Route Plotted in GalMap: in memory to help us not need to type in names we can never remember!
GalMap has Edit Routes: to visit via a specific location.
Rid Notices for: "You have nothing to Sell" in Black Market and "Set Fire Groups" reminders and "Press J to Canel Jump" (other info moved as suggested to lower left HUD panel = immersion breakers!
Player Transactions: we can then setup our own deals (farming on ebay? Are you seriously bothered like?)
Megaships to Hyperspace: and transport Ships.
New Stations to be dockable: now they work we need them to be viable.
5 Most WANTED Online Players Local List: so that Bounty Hunting does become what it should be. A "HUNT!" even within Mobius
WANTED Pirates: to actually go after Cargo vessels at Nav Beacons/SC and Miners at RES.
Why would a Pirate waste time scanning our BH Ship builds? They do after all say "waste of time" when you got no cargo.
We need to stop them in the act! Using Cargo Scooping and Limpets. How could they forget?
WANTED: Popup in HUD Centre for 1st becoming so. Plus a scary Audio Alarm with interior Flashing Red Alert Lights.
Multicrew: Add the ability for the Captain to assign Subsystems and Ship Privileges to Crew i.e. may: Deploy Hardpoints; turn on/off certain Modules; Deploy Shield Cells; adjust Power Settings, can access the GalMap to set a course, etc. [yes at present the Helm must ask for these to become freed up]
Multicrew and Wing Missions: gather Players to complete these Missions which range from Multi-Roles (even in Separate Systems to later meet up) to complete with a Cunning Plan that requires lots of thought as to Ship Builds and exact requirements. You may even need to scan CLEANS to find your Mission Target but in a designated place, get them to drop you Military Plans Cargo, use this data to find a Base and carry out Missions with that Faction there to get friendly to then have some other Mission given against your original Mission Giver to them alert them of the plans (a Multi-Secret Agent job). Then gather your Players into Military Roles and plan your attack on that Base. etc...
Anarchy Systems: to become much more dangerous on the whole and factor in suggested Station Behaviour. We still see Police operating in the same why - they should be corrupt and act as Pirates also in demanding bribes or fines for nothing! e.g.
1. Not stopping straight away at Interdiction but fighting the mini-game.
2. Not there in a RES to Mine and therefore suspicious of Piracy (no WANTEDs in Anarchy RES for Bounty)
3. Speeding (yup those corrupt cops will abuse this too!) plus you would not need to wait for Docking Permissions although you must be sure to find a Pad your size. (see above Station Behaviour in Anarchy)
Current Ship & Modules Transfer: at the same luxury cost of other Transfer then you can either Exit to Main Menu (CQC), Exit, or remain as a Passenger. This is a paid safe transit feature which already exits in other Transfers.
SRV’s Turret HUD: tells you if a target is WANTED or CLEAN.
SRV Multi-Directional Thrusters: hard to free yourself when getting stuck and allow control for long jumps.
HUD TARGET: see your speed and distance to the locked target especially for Gunner View.
Target Skimmers: from Ship/Fighter not just SRV to add more varirty in Mission tactics.
Target Lock behind object: to show if behind asteroid or other structure by lock lost temporarily until in line of sight again.
Reset Panel Link to VoiceAttack: to reset the top/left most selection on each panel so we can finally integrate this much better.
Orrery System Map: adds more detail to what you have around planets (may need to have first been discovered perhaps)
Nav Beacons: although are a signpost to scan the System due to no ADS, traffic should reflect this role and actively point and scan. Also suggested that some may even have a structure although it may be too hot imo and nothing to do with them either.
Pvt Groups 100 members limit: due to removing the majority from OPEN thus killing off PvP Bounty Hunting and PvP Piracy. Implement safeguards for PvE Players in OPEN to not lose on REBUYS.
PowerPlay Inter-System Policing: to bridge the 2 modes together thus increasing WANTED risks as crime/punishment and providing a Military Role. (see next)
Military Role in loaned Ships: no risk of REBUYS here as you are no longer a Mercenary. You control your Wings and even a Fleet based on your Combat Rank. You'll be Captain of Capital Ships eventually o7
Escort Convoy Roles: protect the convoy as it gets interdicted across an Anarchy Space Route. Recover any lost Cargo.
Rescue Role: If you have OPEN to be PvP damages (other PvtGroup PvP modes are kills) then you need a Rescue Role. We had a Distress Beacon before but connect the Wingman Beacon to a Distress Call sent to Starports and Local Space Texts to create a Player USS. It could be a trap one way or the other but we care only human.
Building Roles: transport all needed Cargo to a Planet then use SRV to position each item into the allocations to complete a Base. It could be for yourself and use it or Sell it OR for your Faction.
Rares only available in OPEN Missions: increase Traders in OPEN whilst making Player Piracy viable.
OPEN PvP never a REBUY: unless both sides shot each other as an act of breaking Pirate Parlay.
No Mode Switching With Active Missions: to stop all exploits including the above. Yes you will be stuck in that Mode you took a Mission(s) and switching will "Abandon" any Active Missions.
CQC in game: either by menu next to Multicrew OR physically in the game as a System we visit. e.g. we dock and visit the Starport to find a game but can also spectate the action next to the dock.
Please let me know what I missed out which are Placeholders and therefore will NOT constitute actual new Release Content - cheers!
o7 XT
So I'm really enjoying that all content is now put into place and the game has become incredibly smooth albeit bugs to iron out.
Now these are features which should naturally get developed once they get time and hopefully NOT wait until our next release as they are already Placeholders: -
HiRES between Rings: these need refineries added (prosperous resorts) in these places else why are any Ships hanging around there.
RES should have a Waypoint Beacon: just as Nav Beacons as to how we find them.
Checkpoint: a Military Base added else why that particular meeting point.
Looped USS Distress Calls/CZs etc.: to have completion Waves (I think some do already e.g. why we like to reset Instances).
CZs around Stations/Bases: there is no fighting around these for any takeovers.
Station's behaviour: if in Lockdown then close the letterbox (animation is in place) and Anarchy to have no Docking Request but hover any available pad to land (it already knows if you loiter so). Makes these quite eerie.
Fighter Orders: add "Scout & Scan Targets" (basic scanner) and "Aggressive" means attack WANTEDs before they even attack first.
2nd NPC Fighter: as 2 hangers are available and Player Crew can already do so.
NPC Crew: in Main Ship seats when available.
Wings for Multicrew perhaps.
SRV for Multicrew: alter nothing else for both Players & NPC Crew.
Holo-mes to follow any head-tracking movements: (HMD/TrackIR)- they already follow hand movements (although Mouse righthand is bugged) plus add lip sync movement when using mic and use VOIP (this was available 14years ago in Vietcong).
Multicrew functions for Gunner to use a Radar: he has one in cockpit yet not in 360 view and can not cycle Target but only select by sight or Select Wingman's Targets.
Multicrew to set Nav Routes: Helm may override.
TOGGLE Auto-Turret Modes in Fire Groups: extra control at hand for Auto-Turrets within Fire Groups.
HUD: put System info on lower left side next to it's existing name and make use of the loading times when it says "UNKNOWN" to say Star Type and Security Level & Government Type as they are already known in the GalMap and allow Panels to Function whilst in Witch Space for quick checks.
GalMap Target is a Ball: and slightly bigger instead of 2D circle on a flat plane which we need to tilt to even see!
Last Route Plotted in GalMap: in memory to help us not need to type in names we can never remember!
GalMap has Edit Routes: to visit via a specific location.
Rid Notices for: "You have nothing to Sell" in Black Market and "Set Fire Groups" reminders and "Press J to Canel Jump" (other info moved as suggested to lower left HUD panel = immersion breakers!
Player Transactions: we can then setup our own deals (farming on ebay? Are you seriously bothered like?)
Megaships to Hyperspace: and transport Ships.
New Stations to be dockable: now they work we need them to be viable.
5 Most WANTED Online Players Local List: so that Bounty Hunting does become what it should be. A "HUNT!" even within Mobius
WANTED Pirates: to actually go after Cargo vessels at Nav Beacons/SC and Miners at RES.
Why would a Pirate waste time scanning our BH Ship builds? They do after all say "waste of time" when you got no cargo.
We need to stop them in the act! Using Cargo Scooping and Limpets. How could they forget?
WANTED: Popup in HUD Centre for 1st becoming so. Plus a scary Audio Alarm with interior Flashing Red Alert Lights.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++
Once the list is more comprehensive I will forward a Suggestions Thread to be looked at in full.
Multicrew: Remove the ability for the crew to Deploy Hardpoints and access Utilities by default. Multicrew: Add the ability for the Captain to assign Subsystems and Ship Privileges to Crew i.e. may: Deploy Hardpoints; turn on/off certain Modules; Deploy Shield Cells; adjust Power Settings, can access the GalMap to set a course, etc. [yes at present the Helm must ask for these to become freed up]
Multicrew and Wing Missions: gather Players to complete these Missions which range from Multi-Roles (even in Separate Systems to later meet up) to complete with a Cunning Plan that requires lots of thought as to Ship Builds and exact requirements. You may even need to scan CLEANS to find your Mission Target but in a designated place, get them to drop you Military Plans Cargo, use this data to find a Base and carry out Missions with that Faction there to get friendly to then have some other Mission given against your original Mission Giver to them alert them of the plans (a Multi-Secret Agent job). Then gather your Players into Military Roles and plan your attack on that Base. etc...
Anarchy Systems: to become much more dangerous on the whole and factor in suggested Station Behaviour. We still see Police operating in the same why - they should be corrupt and act as Pirates also in demanding bribes or fines for nothing! e.g.
1. Not stopping straight away at Interdiction but fighting the mini-game.
2. Not there in a RES to Mine and therefore suspicious of Piracy (no WANTEDs in Anarchy RES for Bounty)
3. Speeding (yup those corrupt cops will abuse this too!) plus you would not need to wait for Docking Permissions although you must be sure to find a Pad your size. (see above Station Behaviour in Anarchy)
Current Ship & Modules Transfer: at the same luxury cost of other Transfer then you can either Exit to Main Menu (CQC), Exit, or remain as a Passenger. This is a paid safe transit feature which already exits in other Transfers.
SRV’s Turret HUD: tells you if a target is WANTED or CLEAN.
SRV Multi-Directional Thrusters: hard to free yourself when getting stuck and allow control for long jumps.
HUD TARGET: see your speed and distance to the locked target especially for Gunner View.
Target Skimmers: from Ship/Fighter not just SRV to add more varirty in Mission tactics.
Target Lock behind object: to show if behind asteroid or other structure by lock lost temporarily until in line of sight again.
Reset Panel Link to VoiceAttack: to reset the top/left most selection on each panel so we can finally integrate this much better.
Orrery System Map: adds more detail to what you have around planets (may need to have first been discovered perhaps)
Nav Beacons: although are a signpost to scan the System due to no ADS, traffic should reflect this role and actively point and scan. Also suggested that some may even have a structure although it may be too hot imo and nothing to do with them either.
Pvt Groups 100 members limit: due to removing the majority from OPEN thus killing off PvP Bounty Hunting and PvP Piracy. Implement safeguards for PvE Players in OPEN to not lose on REBUYS.
PowerPlay Inter-System Policing: to bridge the 2 modes together thus increasing WANTED risks as crime/punishment and providing a Military Role. (see next)
Military Role in loaned Ships: no risk of REBUYS here as you are no longer a Mercenary. You control your Wings and even a Fleet based on your Combat Rank. You'll be Captain of Capital Ships eventually o7
Escort Convoy Roles: protect the convoy as it gets interdicted across an Anarchy Space Route. Recover any lost Cargo.
Rescue Role: If you have OPEN to be PvP damages (other PvtGroup PvP modes are kills) then you need a Rescue Role. We had a Distress Beacon before but connect the Wingman Beacon to a Distress Call sent to Starports and Local Space Texts to create a Player USS. It could be a trap one way or the other but we care only human.
Building Roles: transport all needed Cargo to a Planet then use SRV to position each item into the allocations to complete a Base. It could be for yourself and use it or Sell it OR for your Faction.
Rares only available in OPEN Missions: increase Traders in OPEN whilst making Player Piracy viable.
OPEN PvP never a REBUY: unless both sides shot each other as an act of breaking Pirate Parlay.
No Mode Switching With Active Missions: to stop all exploits including the above. Yes you will be stuck in that Mode you took a Mission(s) and switching will "Abandon" any Active Missions.
CQC in game: either by menu next to Multicrew OR physically in the game as a System we visit. e.g. we dock and visit the Starport to find a game but can also spectate the action next to the dock.
Please let me know what I missed out which are Placeholders and therefore will NOT constitute actual new Release Content - cheers!
o7 XT
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